CO Build: The Cloistered Cleric's Many Faces

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#1

cobuild1

Dec 06, 2007 9:14:08

a mini guide on divine skill-monkeys

by Dictum Mortuum and ninjarabbit.



Cloistered Cleric is a great variant class from unearthed arcana. Being a full caster (along with the great spell list clerics get) with a rather high amount of skill points per level is quite promising, but lack of significant useful skills make it only useful as a base. A base which with just a few optimization touches transforms into a multi threat character, capable of fulfilling many different roles on a given party. This mini guide is exploring the divine skill monkey and how to make it optimized and fun to play.
#2

cobuild1

Dec 06, 2007 9:14:45
As a divine skill monkey, the greatest issue you will likely face is MAD. Cloistered clerics need high wisdom for their spells, intelligence for their skills, charisma for turn undead/social skills and constitution as every optimized character. So unless you have godly stats, you need to tweak your stats around. Check out this thread, which provides some options on MAD and how to reduce it.

Races



Divine skill monkeys' fates are entwined with a single feat: able learner. Unless you are ok with just the class skills cloistered cleric offers, you'll need this feat in order to make a divine skill monkey build work. However, able learner has a racial requirement, since in order to acquire it, you need to have the [human] subtype. A minor detail is favored class. Divine skill monkeys are naturally multiclass characters, so in order to make this work you need to have one of the classes included in your build as favourite. This really narrows down the selection to the following races:
  • Human: This is undoubtedly one of the most simple and optimized races. It reduces your required intelligence with the extra skill points they provide and you can use the bonus feat on able learner.
  • Illumian: The sigils will help your skill checks a lot and they even get a minor practiced spellcaster-like boost in caster level, which is going to be handy in early levels.

Since to get cloistered cleric you need access to unearthed arcana, LA buyoff rules are very likely to be allowed as well. Later on, due to the tight race selection, a list of templates will be included.

Feats


  • Able Learner: This is going to be in 99% of the divine skill monkey builds. It's the missing part to the cloistered cleric's high skill point gain per level.
  • Divine Metamagic: And most significantly, on persistent spell. The divine skill monkey isn't very different from a pure cleric. It has a different playstyle (isn't likely to enter melee, but to stay back as a pure caster or use ranged weapons) but powerhouses like divine metamagic apply to this build as well.
  • Knowledge Devotion: This is a great feat to gain some extra edge in combat. It's easy to get an optimized check in a knowledge check, with a small investment. The skill trick collector of stories and the low level spell lore of the gods will easily give you a total check of 16, with just one rank in the knowledge skill in question.
  • Initiate of Milil: This is particularly useful to those that use bard as their base roguish class. Basically if someone else fills the trapfinding role, you can use this to turn into a party buffer. It basically stacks your bard and cleric levels to determine what kind of songs you are allowed to activate (make sure to check with your DM if the songs are advanced, e.g. inspire courage). You will need to max out your perform skill however and grab an ability to get more bardic music uses per day.

Domains


  • Kobold: A nice alternative to the divine skill monkey. A cloistered cleric 20 works in this case and dragonwrought is going to be a huge bonus for your MAD problems.
  • Spell: Anyspell and greater anyspell are quite nice, since they blur the lines between divine and arcane magic. Without doubt, a skill monkey can make good use of several arcane spells.
  • Planning: Not only this provides you with great domain spells, but it also grants extend spell as a bonus feat, a requirement for persistent spell.
  • Magic: Skill-monkeys use wands often. If you don't have access to UMD from your roguish class, this is a great way of substituting it.
  • Trickery: Useful for kobold cloistered clerics to add bluff, disguise, and hide as class skills. Plus you get polymorph any object and timestop as domain spells.
  • Charm: Lets you get +4 to your cha score once a day, useful for DMM clerics, and you get charm and dominate spells.
#3

cobuild1

Dec 06, 2007 9:15:16

Classes



Almost all builds begin with a roguish-flavored class to benefit from the extra skill points and able learner. The most common and useful skillful classes are:
  • Bard: Gets most significant skills, like UMD. It's a nice option if you don't want trapfinding. Consider an initiate of milil build for the songs. Extra Music will net you more than enough bardic music for the day (five actually), as the average encounters are three. The only problem with milil is that she has crappy domain selection, maybe Charm/Nobility is the best choice (or maybe check an alternative class feature to get rid of them). The ability to cast arcane spells opens up eternal wands, which often people overlook.
  • Ranger: An often overlooked skillful class, the ranger will give you a unique wilderness feel. Alternate features make you able to choose between survival/track and trapfinding. Favored enemy is a nice feature, probably take it for the most common humanoid race to capitalize your social bonuses.
  • Rogue: Trapfinding, sneak attack, UMD and many skills at first level in one convenient package. If you feel like it, you can even invest two levels for the evasion ability. Note that if you trade your knowledge domain power for the domain feat, you won't have all knowledge skills as class skills.
  • Ninja: This is probably inferior to a lot of the classes presented here, but is mentioned because of the AC bonus it provides. You already have problems with the armor you can wear, gaining your wisdom to your AC wouldn't hurt. Trapfinding and a collection of roguish skills, but unfortunately no UMD. Still it has wisdom synergy, as ki power is assosiated with that attribute, but unfortunately ghost step is not all that useful.
  • Scout: It's strictly better to go with rogue.
  • Spellthief: Again, going with rogue means better proficiencies and skills. This is mainly because you can't take advantage of the Master Spellthief, which needs to be coupled with an arcane caster.
  • Lurk: This is probably the only case where you shouldn't take the roguish class at first level. Lurks are not really optimized, but one level will net you autohypnosis, UPD and most other class skills required, a crappy lurk augment and a 1st level power which should probably be chameleon, conceal thoughts, dimensional pocket, far hand, know direction and location or skate. Another hidden benefit is that psicrystal affinity becomes an option for you. Familiars and psicrystals love skillful masters. However no trapfinding.
  • Factotum: Are you kidding me? All skills as class skills? Simple and martial weapons proficiency and trapfinding. You can get really crazy with skills and take wierd stuff like UMD, UPD, autohypnosis, martial lore and others. Cunning insight on saving throws is going to save you more than once, so try to get your intelligence modifier high. Cunning knowledge is a nice way to further boost your knowledge checks for knowledge devotion a little further.
  • Beguiler: Beguiler offers a great collection of class skills (along with UMD) and trapfinding. It's an arcane caster, which means that it gives you access to eternal wands. By spending two feats (practiced spellcaster and obtain familiar) you can get yourself a familiar to enjoy the benefits of a skill-monkey master. Practiced spellcaster for beguiler isn't optimal though.
  • Swordsage: This is a great class and it may be worth it spending two levels. However you might consider delaying the second class level until later in your career, so that you gain higher level maneuvers (although keep in mind that your first stance must always be a first level one). Note that you get your wisdom to AC, but in light armor, which is superior to the ninja. No trapfinding though.

Builds


  • Rogue 1/Cloistered Cleric 19
  • Rogue 2/Cloistered Cleric 18
  • Ninja1/Cloistered Cleric19: Similar to the rogue/cloistered cleric but you basically trade 8 skill points for the ability to add your wis score to your AC while unarmored, nice given cloistered clerics are only proficient with light armor so this basically makes strength a complete dump stat.
  • Bard 1/Cloistered Cleric 19: With initiate of milil, extra music and melodic casting feats. Check the inspire courage optimization threads to find out how to boost your allies' to a terrifying degree with your music and spells.
  • Ranger 1/Cloistered Cleric 19: Be a tracker of trapfinder depending on what your party needs.
  • Kobold Cloistered Cleric 20 with the Kobold Domain: The Kobold Domain gives you trapfinding and Search and Disable Device as class skills. Unlike most of the other builds here, the kobold cloistered cleric does not lose a caster nor does it need the able learner feat. Picking a domain like the Trickery domain that gives you more class skills is not a bad idea.
  • Factorum1/cloisteredcleric19: Factorums get every skill as a class skill so have fun here.
  • Beguiler1/cloisteredcleric19: You get to add some 1st level arcane spells to go with your trapfinding and class skills. With the Practiced Spellcaster (beguiler) and Obtain Familar feats you can have another skill monkey available.
  • Swordsage 2/Cloistered Cleric 18: Great maneuvers and skills.
#4

cobuild1

Dec 06, 2007 9:15:46
#5

cobuild1

Dec 06, 2007 9:16:20
reserved #5
#6

womblehunter

Dec 06, 2007 11:09:42
Deleted due to irrelevance.
#7

jameswilliamogle

Dec 06, 2007 11:31:10
Is this a Cloistered Cleric / Master of Masks handbook? Thats good, b/c we need one of those ASAP!
#8

Dictum_Mortuum

Dec 06, 2007 14:26:37
What an awesome guide. I am very pleased that you registered a custom user identity to post this after two hours.

i'm sorry! As you can see, i'm co-authoring the mini-guide with ninjarabbit and we needed some time to take care of the details before posting. Most information will be up soon.

Is this a Cloistered Cleric / Master of Masks handbook? Thats good, b/c we need one of those ASAP!

No unfortunately. This is a shot on divine skill monkeys build compendium.
#9

cobuild1

Dec 07, 2007 5:37:00
Bard 1 [b]Able Learner[/b], [b]Melodic Casting[/b]<br /> Cleric 1 [b]Knowledge Devotion[/b]<br /> Cleric 2 [b]Extra Music[/b]<br /> Cleric 3<br /> Cleric 4<br /> Cleric 5 [b]Initiate of Milil[/b]<br /> Cleric 6<br /> Cleric 7<br /> Cleric 8 [b]Words of Creation[/b]<br /> Cleric 9<br /> Cleric 10<br /> Cleric 11 [b]Extend Spell[/b]<br /> Cleric 12<br /> Cleric 13<br /> Cleric 14 [b]Persistent Spell[/b]<br /> Cleric 15<br /> Cleric 16<br /> Cleric 17 [b]Divine Metamagic (Persistent Spell)[/b]<br /> Cleric 18<br /> Cleric 19
#10

mdsummer

Dec 07, 2007 8:50:14
Knowledge Devotion: This is a great feat to gain some extra edge in combat. It's easy to get an optimized check in a knowledge check, with a small investment. The skill trick collector of stories and the low level spell lore of the gods will easily give you a total check of 16, with just one rank in the knowledge skill in question.

A brief summary:

Knowledge Devotion Feat (Complete Champion): Allows you to add an attack bonus depending on your Knowledge check when you encounter that particular type of creature (e.g. Knowledge(local) for humanoids). +1 to +5 bonus. Conditions apply.

Collector of Stories (Skill Trick, Complete Scoundrel): Add +5 to your knowledge check in identifying creature or its special powers/vulnerabilities.

It should be noted that the Knowledge check for Knowledge Devotion is separate from the Knowledge check made to identify a creature. These two abilities synergize well, but they don't actually interact.

http://forums.gleemax.com/showthread.php?t=939319

Any comments on this? I do tend to agree it seems CrimsonDeath is right by RAW.
#11

rhig

Dec 07, 2007 8:50:54
What about "Nymph's Kiss" from BoED? Isn't it a pretty good feat for skill monkeys, or at least the divine ones?
#12

Dictum_Mortuum

Dec 07, 2007 9:43:26
http://forums.gleemax.com/showthread.php?t=939319

Any comments on this? I do tend to agree it seems CrimsonDeath is right by RAW.

you might be right. I'll put something up just in case.

Nymph's kiss is pretty good, i'll include it.
#13

furious_kender

Dec 07, 2007 18:00:07
I don't really understand why cloistered clerics need to multiclass when in many circumstances a prestige class would do just as well. I mean if they're not a kobold and they want traps then, yeah sure multiclassing is probably the best way to go.

However, social skills (e.g., church inquisitor) and UMD (e.g., Loremaster) can easily be learned from prestige classes.
#14

Dictum_Mortuum

Dec 07, 2007 19:19:17
because that way you got them from level one and you are a multithreat with HIGH skill gain and no other problems (skills required to enter certain prestige classes, what do do with skills until you enter the PrC, other requirements)
#15

ninjarabbit

Dec 07, 2007 20:24:11
The Quad Threat

Spellstitched Necropolitian Human factotum1/cloisteredcleric19

Domains: planning, spell

1-able learner, improved initative
2-knowledge devotion (from knowledge domain subsitution), extend spell (from planning domain)
3-perisistant spell
6-DMM: persistant spell
9-power attack
12-quicken spell
15-empower spell
18-open feat


Warrior: DMM'd divine power for up to 20 BAB and DMM'd wraithstrike (via anyspell)
Skillmonkey: Every skill as a class skill and 6 skill points per level
Divine Spellcasting: 19 CL as a cleric
Arcane Spellcasting: 6th level arcane spells as SLAs via spellstitched, anyspell and greater anyspell
#16

crimsondeath

Dec 07, 2007 20:28:29
Warrior: DMM'd divine power for up to 19 BAB and DMM'd wraithstrike (via anyspell)

Divine power sets your BAB equal to your character level, not your caster level.

Also, who've you got Spellstitching you? (Since you can't do it yourself...)
#17

ninjarabbit

Dec 07, 2007 21:00:14
Divine power sets your BAB equal to your character level, not your caster level.

Also, who've you got Spellstitching you? (Since you can't do it yourself...)

Fixed and whomever wants to
#18

Dictum_Mortuum

Dec 08, 2007 5:25:59
a nice alternative is factotum 1/wizard 1/cloistered cleric 18. He is a human necropolitan spellstitched. He then gets a stitched-spell familiar (the feat from libris mortis that nets you an undead familiar - raven has wis 14) and spellstitches it.

You can gain through leadership a wizard to spellstitch you or your familiar.
#19

ninjarabbit

Dec 08, 2007 5:43:09
a nice alternative is factotum 1/wizard 1/cloistered cleric 18. He is a human necropolitan spellstitched. He then gets a stitched-spell familiar (the feat from libris mortis that nets you an undead familiar - raven has wis 14) and spellstitches it.

You can gain through leadership a wizard to spellstitch you or your familiar.

Better yet give the raven (or any other familar) an item that boosts wis since the SLAs you get are determined by your wis score at the time of you being spellstitched, not your permanent wis score.
#20

bowensilverclaw1986

Dec 08, 2007 6:52:04
Instead of a 1-level dip for just UMD as a class skill with Able Learner, you could use the Apprentice(Spellcaster) feat (DMG2 IIRC). Ofcourse, if you want all those fun skills as class skills, a dip in Rogue is probably your best bet.

Just a thought.

Bowen
#21

Dictum_Mortuum

Dec 08, 2007 7:05:14
even easier is to get the magic domain. The point with these builds is to be roguish along with a great deal of useful spells, not just to be able to activate wands.
#22

monkey3

Dec 08, 2007 9:23:57
Bard 1 [b]Able Learner[/b], [b]Melodic Casting[/b]<br /> Cleric 1 [b]Knowledge Devotion[/b]<br /> Cleric 2 [b]Extra Music[/b]<br /> Cleric 3<br /> Cleric 4<br /> Cleric 5 [b]Initiate of Milil[/b]<br /> Cleric 6<br /> Cleric 7<br /> Cleric 8 [b]Words of Creation[/b]<br /> Cleric 9<br /> Cleric 10<br /> Cleric 11 [b]Extend Spell[/b]<br /> Cleric 12<br /> Cleric 13<br /> Cleric 14 [b]Persistent Spell[/b]<br /> Cleric 15<br /> Cleric 16<br /> Cleric 17 [b]Divine Metamagic (Persistent Spell)[/b]<br /> Cleric 18<br /> Cleric 19
#23

Dictum_Mortuum

Dec 08, 2007 9:52:56
I thought Initiate of Milil allowed allows "Your bard, cleric and paladin levels stack for the purpose of determining which kinds of bardic music you can use (but not any other effect related to bardic music)."

So it seems to me that the feat gives you the type of songs you can use, but not the strength. I.E. your strength of song is at your bard level, not at 20th level. So, with inspire courage, you only get a +1 moral bonus (doubled for words of creation) to hit and damage, not +4 for a 20th level bard.

Correct me if I am misreading this.

First of all, in the build i nowhere say that inspire courage is advanced. You do gain the equivalent songs of 20th Bard level, because that's what initiate of milil does.

Second, RTFM:

Feats


  • Initiate of Milil: This is particularly useful to those that use bard as their base roguish class. Basically if someone else fills the trapfinding role, you can use this to turn into a party buffer. It basically stacks your bard and cleric levels to determine what kind of songs you are allowed to activate (make sure to check with your DM if the songs are advanced, e.g. inspire courage). You will need to max out your perform skill however and grab an ability to get more bardic music uses per day.

#24

monkey3

Dec 08, 2007 10:28:42
First of all, in the build i nowhere say that inspire courage is advanced. You do gain the equivalent songs of 20th Bard level, because that's what initiate of milil does.

Second, RTFM:

So by RAW the strength is not advanced. As such, Words of Creation would not be optimal in order to double your +1 bonus.
#25

Dictum_Mortuum

Dec 08, 2007 11:36:52
So by RAW the strength is not advanced. As such, Words of Creation would not be optimal in order to double your +1 bonus.

First let's say that i'm not going to debate this here. If you want, you can open a new thread about it.

RAW has nothing to do with the matter. Your DM is the judge of the effect.

Is inspire courage +2 a different song than inspire courage +1? If it is not, why is it listed in Table 3-4: The Bard? Easily anyone can say, my effective bard level is 8, so i can activate inspire courage +2.

Words of Creation is never a bad feat to have.
#26

hovnarr

Dec 08, 2007 12:16:20
Do you have to play a kobold to get the kobold domain? I don't know the rules on racial domains.
#27

thestoneyone

Dec 08, 2007 12:38:46
Do you have to play a kobold to get the kobold domain? I don't know the rules on racial domains.

No. I don't think so.

Techically, an elven cleric and snag elf and kolbold domains and become a cleric archer with trapfinding.

The hard part is figuring out the roleplaying justification to take it.
#28

ninjarabbit

Dec 08, 2007 12:38:56
Do you have to play a kobold to get the kobold domain? I don't know the rules on racial domains.

Yes
#29

Dictum_Mortuum

Dec 08, 2007 13:18:34
http://crystalkeep.com/d20/rules/DnD3.5Index-Deities.pdf

kurltulmak is a core deity too, so you may be able to get him as a god. His portfolio includes war, trapmaking and mining, so unless you create a really good backstory on how, say a human cloistered cleric, was reading, mining and making traps while encouraging war, you can't worship him IMO.

There's nothing wrong with dragonwrought kobolds though, they work fine for cloistered cleric 20 (especially an aged one).
#30

thestoneyone

Dec 08, 2007 14:16:03
I am going to agree with dictum mortum that there isn't anything wrong with a dragonwrought kobold as a player race. Yet if you desire to play a human or similar race and want to take the domain, you still can granted you are either

A.) A non-kobold who worships kurltulmak and therefore can benefit by taking the kobold domain.

or

B.) A cleric who receives his powers through a devotion to a cause or belief may cherrypick the kobold domain if his philosophy allows him to.
#31

furious_kender

Dec 09, 2007 12:39:11
Well, persisted find traps allows you to "find traps as a rogue does" so this should give trapfinding, because all rogues have trapfinding, and also gives you an insight bonus to boot. It also probably will allow you to go without the feat open-minded if you are willing to forgo a couple of maxed skills like stealth skills and UMD.

For example the following would be a good trapfinding base, with high DCs, with disable chosen as the permanent class skill:

Cloisted cleric 1/human paragon 3/church inquisitor 10/Full casting class 6

Domains: Knowledge, Planning, Spell and Inquisition
Feats
1 Extend, Persistent, Extra turning
3 DMM: Persistent, Extra turning
6 Extra turning
9 Extra Turning


So with a 14 charisma, even in a nightstick free world, this build would have enough turns to power persisted Find Traps at level 4, and an additional 2 persisted spells by level 9.

Of course, in a nightstick available campaign, all these feats would be free.
#32

hsien

Dec 10, 2007 9:32:13
That's similar to a build I'm looking at for my next character.
Perhaps not "optimal" its based around Pholtus (CoDivine, Greyhawk) listing and eventually get every domain Pholtus provides.
Only loses one level of spell casting, but picks up UMD skill for all classes.

1 Cl Cleric / 3 Human Paragon / 4 Church Inquis / 2 Divine Oracle ...
eventually getting at least Contemplative 1 as well.
Human Paragon; keep UMD as a class skill

Feat: Spontaneous Domain (iirc)
Keep domain slots open and spontaneously cast them as needed.

Domains:
Sun, Law,
Knowledge ( CL Cleric bonus )
Inquisition (Ch Inq bonus)
Oracle (Divine oracle bonus )
Good ( Contemplative bonis )
#33

qatharsis

Dec 10, 2007 13:35:48
Are Cloistered Clerics well playble without DMM cheese?

The loss of combat prowess looks like a pretty hard hit in comparison with the scarce benefit. IMHO, one more spell slot per spell level would be needed to make it attractive. Or maybe a steeper increase in turning power (as in "turn undead", rather than "exploit cheese") that the regular cleric.
#34

Dictum_Mortuum

Dec 10, 2007 13:45:20
Are Cloistered Clerics well playble without DMM cheese?

The loss of combat prowess looks like a pretty hard hit in comparison with the scarce benefit. IMHO, one more spell slot per spell level would be needed to make it attractive. Or maybe a steeper increase in turning power (as in "turn undead", rather than "exploit cheese") that the regular cleric.

well, let's see:

you give:
  • HD: d8 -> d6 (the standard HD for roguish classes)
  • BAB medium -> bad. (divine power fixes everything)
  • Armor Proficiency Heavy -> Light. (have you seen many rogues sneaking in heavy armor? Anyway if you really want it, halfweight enhancement is your friend)

you gain:
  • Skills: 2+int -> 6+int and bonus class skills (w00t).
  • Domains: +1 bonus domain (OMIJI).
  • Special: Lore ability (not really useful, but hey it's nice :P)

With all that in mind, cloistered cleric is just fine. It's playable even without DMM into persistent. Stuff like darkstalker can boost your scouting skills.
#35

ninjarabbit

Dec 10, 2007 14:28:20
Here's another build that I like:

rogue1/cloisteredcleric11/shadowbanestalker8, 18 CL


Shadowbane stalker is a PrC in Complete Adventurer that gives you 6 skill points a level, 8/10 spellcasting progression, and a few other things like sneak attack progression and the ability to trade prepared spells for various bonuses as a swift action, kinda like arcane strike. The best part is that it doesn't even cost you any feats, just some skill points that you'll have an abundance of.

The build I made only loses one extra caster level and nets you most of the bonuses from shadowbane stalker.
#36

hovnarr

Dec 10, 2007 14:54:07
B.) A cleric who receives his powers through a devotion to a cause or belief may cherrypick the kobold domain if his philosophy allows him to.

*smacks head* Doh! I'm an avid proponent of the PHB legal "philosophy cleric" and used to cherry picking domains. I guess the "kobold" label made me think I couldn't choose it for some reason.

I think Human cloistered "philosophy" cleric 20 with War (longbow) and Kobold domains is gonna be my default cleric build from now on. Powerful even at level 1 with the extra skill point and feat from human (PB and precise shot, obviously).
#37

furious_kender

Dec 10, 2007 18:07:30
*smacks head* Doh! I'm an avid proponent of the PHB legal "philosophy cleric" and used to cherry picking domains. I guess the "kobold" label made me think I couldn't choose it for some reason.

I think Human cloistered "philosophy" cleric 20 with War (longbow) and Kobold domains is gonna be my default cleric build from now on. Powerful even at level 1 with the extra skill point and feat from human (PB and precise shot, obviously).

Of course, then you have to explain what philosophy makes you worship and/or resemble kobolds...to the DM and then the group. That could range from funny to painful.

I would suggest coming from this angle: "none of the domains really give me what I want. How about domain around traps and dungeons, and why not for simplicity use the kobold domain?"

Wow....I just realized the kobold domain had contingency. It really is one of the best cleric domains out there.
#38

hovnarr

Dec 11, 2007 1:19:31
The philosophy rationale is easy to fulfill if you're a little creative. The thing to check is if your DM makes a big deal of the "name" kobold or if he looks more to the nature of the domain (traps and stuff). If the former, your background is bound to include kobolds in some shape or form. Perhaps a savage human bred as a slave in a kobold community. Or a short human with a faint trace of kobold blood, determined to seek his roots spiritually.

A trap-based philosophy might involve some ninja-like training where your character tended to the spiritual needs of the stealthy community. This would also give a rationaly for the War domain.

Kobold seems like the domain of choice. The second I feel should make up for the CC's weaknesses. I'd either go with War and an archery build, Travel for evasion and maybe elf/half-elf to get bow proficiency, or Trickery and a summoning build exploiting Invisibility. Since UA rules are in place, I'd seriously consider the Spontaneous option too.
#39

hovnarr

Dec 11, 2007 14:13:39
Alright, here's a level 1 build to shown what can be done with the concept immediately at level 1.

Rules items used: SRD and Kobold domain (plus the PHB "philosophy" variant)

Level 1 human cloistered cleric

Attributes, 25-point buy

Str: 12
Dex: 13
Con: 12
Int: 10
Wis: 15
Cha: 10
#40

qatharsis

Dec 12, 2007 10:10:28
HD: d8 -> d6 (the standard HD for roguish classes)

That basically condemns you to archery. Hm. I guess that would work. Thinking of the CC as roguish does help. Still, you can make a better archer with a regular cleric in full plate and with Zen Archery.
BAB medium -> bad. (divine power fixes everything)

That assumes that 1) you are playing at a level where you already have Divine Power, and 2) you have enough uses of Divine Power to last for all your encounters per day. On the other hand, I guess the BAB hit is not all that terrible at low levels. Again, the regular melee cleric gets a lot more out of this spell, with the Str bonus going into to-hit as well as damage.
Armor Proficiency Heavy -> Light. (have you seen many rogues sneaking in heavy armor? Anyway if you really want it, halfweight enhancement is your friend)

I don't know about that enhancement. Anyway, I guess light armor works if you already decided to put a significant amount of your stat allowance into Dex (and you do need a good Con and Wis as well). Divine Vigor helps with the hitpoints, but you need another round to activate it, and you already lose one to the casting of Divine Power...
Skills: 2+int -> 6+int and bonus class skills (w00t).

Agreed.
Domains: +1 bonus domain (OMIJI).

A very underwhelming bonus domain. Meh.
Special: Lore ability (not really useful, but hey it's nice :P)

If the DM allows that to work off Wis rather than Int, it's OK, I guess.
Stuff like darkstalker can boost your scouting skills.

I don't know that. As for scouting, I can't see that coming anywhere near a rogue or scout, or even a swashbuckler.

I guess the class can be fun and useful, especially if your group has enough melee power but no party library, but the base cleric just seems to outperform the cloistered one rather severely.
#41

hovnarr

Dec 12, 2007 11:57:23
That basically condemns you to archery.

Or summoning. Before you can afford a lesser rod of extend, you're probably looking at archery, but a simple light crossbow could suffice then. Summoning solves all the issues of lesser hd and lesser BAB. Then again, so does Divine Power (for an archer build).

A very underwhelming bonus domain. Meh.

True, but every little helps. Also, since UA obviously isn't off the table, look into Spontaneous Divine Casters. That makes +1 domain a lot more important since it increase spells known and adds some nice social/reconnaisance utility to your repertoire.

the base cleric just seems to outperform the cloistered one rather severely

I'm not saying it does and I'm not saying it doesn't, but I am saying: so what? Beating CoDzilla is hardly a necessary benchmark to make optimization worthwhile. For a small sacrifice in combat powers, the CC adds something the cleric rarely has lots of: non-combat utility. As demonstrated in my build above, the CC lets you pull off a 1 man party from first level. That may not be an optimization in power, but it is pretty darn versatile.
#42

Dictum_Mortuum

Dec 12, 2007 13:07:09
There's nothing wrong with archery/wand usage. You can even go melee if you feel like it.
  • Persistent divine power when you wake up.
  • Divine Vigor is nice, i'll include it in the feats section.
  • Skills is your power. UMD, UPD, etc rock. Melee clerics are great, but they cast only cleric spells (or maybe wizard too, if you select magic domain).
  • Knowledge domain is almost always gonna be replaced with knowledge devotion, that's what makes it great.
#43

cobuild1

Dec 12, 2007 13:37:14
Factotum 1 - [i]Able Learner[/i], [i]Darkstalker[/i]<br /> Wizard 1 - [i]Improved Initiative[/i]<br /> Cleric 1 - [i]Persistant Spell[/i], [i]Extend Spell[/i], [i]Knowledge Devotion[/i]<br /> Cleric 2<br /> Cleric 3<br /> Cleric 4 - [i]Divine Metamagic (Persistent Spell)[/i] <br /> Cleric 5<br /> Cleric 6<br /> Cleric 7 - [i]Open[/i]<br /> Cleric 8<br /> Cleric 9<br /> Cleric 10 - [i]Open[/i]<br /> Cleric 11<br /> Cleric 12<br /> Cleric 13 - [i]Open[/i]<br /> Cleric 14<br /> Cleric 15<br /> Cleric 16 - [i]Open[/i]<br /> Cleric 17<br /> Cleric 18
#44

cobuild1

Dec 12, 2007 13:46:24
Factotum 1 - [i]Able Learner[/i], [i]Darkstalker[/i]<br /> Druid 1 - [i]Track[/i]<br /> Cleric 1 - [i]Persistant Spell[/i], [i]Extend Spell[/i], [i]Knowledge Devotion[/i]<br /> Cleric 2<br /> Cleric 3<br /> Cleric 4 - [i]Divine Metamagic (Persistent Spell)[/i] <br /> Cleric 5<br /> Cleric 6<br /> Cleric 7 - [i]Open[/i]<br /> Cleric 8<br /> Cleric 9<br /> Cleric 10 - [i]Open[/i]<br /> Cleric 11<br /> Cleric 12<br /> Cleric 13 - [i]Open[/i]<br /> Cleric 14<br /> Cleric 15<br /> Cleric 16 - [i]Open[/i]<br /> Cleric 17<br /> Cleric 18
#45

hsien

Dec 12, 2007 14:02:46
How is Cleric1 providing 3 feats at 3rd level?

Only thing I could come up with was if DM allowed the feats provided from flaws to be saved....or it is very obvious and I'm overlooking it?
#46

Dictum_Mortuum

Dec 12, 2007 14:09:25
How is Cleric1 providing 3 feats at 3rd level?

Only thing I could come up with was if DM allowed the feats provided from flaws to be saved....or it is very obvious and I'm overlooking it?

no flaws.
  • Planning domain gives extend spell for free.
  • Knowledge domain (cloistered cleric's bonus) is traded for knowledge devotion.
  • Plus the feat normally gained at 3rd level

Total=3.
#47

hsien

Dec 13, 2007 10:53:38
Looked over the Devotions, CoChampion, and didn't see a notation that you could freely trade a domain for them.

I must be missing something.
#48

Dictum_Mortuum

Dec 13, 2007 10:56:38
try to read more carefully:

Clerics and Domain Feats: If you are a cleric (or any other character class who gains access to a domain), you can choose any domain feat corresponding to the list of domains offered by your deity, even if you do not have access to those particular domains. A cleric of Pelor, for example, can choose to cast spells from the Good and Healing domains but select the Strength Devotion and Sun Devotion feats.
In addition, you can choose to give up access to a domain in exchange for the corresponding domain feat. Doing so allows you to select up to three domain feats, but you cannot prepare domain spells or use the granted power of the sacrificed
domain. In essence, you trade in a domain for an extra feat slot that you can spend only on a specific domain feat. For example, the above cleric of Pelor could choose to give up the granted power and spells of the Good domain for the Good Devotion feat.

#49

womblehunter

Dec 13, 2007 12:42:11
The problem is that trading it away and then claiming that Able Learner lets you keep to the class-skill point cap is highly suspect.
#50

hsien

Dec 13, 2007 13:12:25
Yep, missed that completely.
I'm blaming my dogs who kept demanding attention this morning.
Thanks
#51

bensan

Dec 13, 2007 13:29:48
The problem is that trading it away and then claiming that Able Learner lets you keep to the class-skill point cap is highly suspect.

I'm not sure what the concern is here; both builds above include a level of Factotum, so all skills use the class-skill cap anyway and the Knowledge granted power would be redundant.
#52

Dictum_Mortuum

Dec 13, 2007 13:55:39
I'm not sure what the concern is here; both builds above include a level of Factotum, so all skills use the class-skill cap anyway and the Knowledge granted power would be redundant.

that's right
#53

hovnarr

Dec 13, 2007 17:01:19
Isn't knowledge devotion extremely skill point hungry? I found the 6 SP/level barely enough for a 10 Int human without even touching Knowledge skills (more than 5 ranks in Religion). You'd loose the rogue stuff if you went with devotion, unless you have very high Int.
#54

Dictum_Mortuum

Dec 13, 2007 17:13:52
Isn't knowledge devotion extremely skill point hungry? I found the 6 SP/level barely enough for a 10 Int human without even touching Knowledge skills (more than 5 ranks in Religion). You'd loose the rogue stuff if you went with devotion, unless you have very high Int.

you don't need to max out every knowledge out there. Complete champion has a great spell that gives a +10 bonus on knowledge checks. Just get a rank in every knowledge and augment them using the spell and factotum's ability. Collector of stories works, too, if your DM allows it.

So it's 1d20 + int modifier + 10 (spell) + 1 (ranks) + 1 (factotum) + 5 (collector of stories - probably) = 1d20 + 17, not bad at all.
#55

ninjarabbit

Dec 13, 2007 17:34:42
A cloistered cleric should have at least a 14 int in a point buy and int is probably the second most important stat behind wis.
#56

bensan

Dec 13, 2007 18:18:00
Collector of stories works, too, if your DM allows it.

Getting a synergy bonus from Handle Animal works if your DM allows it, too, but it's not in the rulebooks. :p Collector of Stories applies to a specific use of the Knowledge skill, not to all Knowledge checks.
#57

ninjarabbit

Dec 13, 2007 18:31:54
5 ranks in survival will get you a +2 synergy bonus to knowledge (nature) checks.

A familar can give you +2 to your knowledge checks via the aid another action.
#58

hovnarr

Dec 14, 2007 3:10:46
You could also techincally have MW skill items of knowledge for 50 gp, per the PHB (+2 bonus). Don't ask me what they'd actually be though (mini encyclopedias?)
#59

cobuild1

Jan 28, 2008 16:31:35
Beguiler 1 - [i]Able Learner[/i], [i]Darkstalker[/i]<br /> Cleric 1 - [i]Extend Spell[/i], [i]Knowledge Devotion[/i], [i]MWP[/i], [i]Weapon Focus[/i]<br /> Cleric 2 - [i]Persistent Spell[/i]<br /> Cleric 3<br /> Cleric 4<br /> Ardent 1 - [i]DMM (Persistent Spell)[/i]<br /> Ardent 2<br /> Ardent 3<br /> Ardent 4 - [i]Open[/i], [i]Open[/i]<br /> Ardent 5<br /> Ardent 6<br /> Ardent 7 - [i]Open[/i], [i]Open[/i]<br /> Ardent 8<br /> Ardent 9<br /> Ardent 10 - [i]Open[/i], [i]Open[/i]<br /> Cleric 5<br /> Cleric 6<br /> Cleric 7 - [i]Open[/i]<br /> Cleric 8<br /> Cleric 9
#60

ninjarabbit

Jan 28, 2008 16:49:44
What book is the AD in and what does it do?
#61

bensan

Jan 28, 2008 16:56:27
What book is the AD in and what does it do?

I assume that the "Ardent" levels in the build are the Ardent Dilettante from Planar Handbook rather than the class actually known as the Ardent. Suddenly the build makes a little more sense..

As for what it actually does.. 9/10 casting, Lore (as bardic knowledge), various sense-related bonuses (scent and blindsense, skill bonuses, bonus vs. illusions), some odd spell-likes, three unrestricted bonus feats, the ability to 1/day copy a spell that targeted or included him last round, and at level 10 doesn't lose a level after being raised/resurrected.
#62

ronyon

Mar 28, 2008 18:03:04
Old thread plus New Spell:Substitute Domain, from Complete Champion.

Worship Boccob, and choose among his Domains:: Knowledge, Magic, Trickery, Mind, Oracle, Planning.
Pick the Knowledge, Trickery and Mind domains. Use the Knowledge and Trickery domains to fuel your Skillyness, but switch them out for Magic when needed.
#63

The_Orange_Pet

Mar 28, 2008 22:56:44
Seems to me that the offensive melee ability of the Factotum 1/CC 19 is rather sub-par, even after DMM (Persist). If someone can find a diety with Planning, Knowledge, and Spell domains I'll be convinced otherwise. Sacrificing access to any of those domains would make the character unattractive to me after I've already lost a caster level.

I propose DMM (Quicken) would be more appropriate. When you assume that your 2nd domain choice after Undeath (for Extra Turning) will be a bad one, you open up Divine Magician. This spell list, when packed with dispelling abjuration effects, will add a number of huge mid-late game threat spells when combined with on-the-fly Quicken.

Opinions?
#64

chando

Mar 29, 2008 13:00:33
In the tugh of having a human(or anyone) with the kobold domain, you know, you can worship Pun Pun. He probably have this domain in his porfolio. And every other in existence as well.

If your DM does not let you worship Pun Pun since he isnt a real GOD in your campain, you can worship a ideal ("become more close to/be like Pun Pun in every way, since he is the most powerful beeing") That works too.

:P
#65

auxitius

Mar 31, 2008 8:11:02
Alright, here's a level 1 build to shown what can be done with the concept immediately at level 1.

Rules items used: SRD and Kobold domain (plus the PHB "philosophy" variant)

Level 1 human cloistered cleric

Attributes, 25-point buy

Str: 12
Dex: 13
Con: 12
Int: 10
Wis: 15
Cha: 10
#66

Dictum_Mortuum

Mar 31, 2008 8:23:29
:S
Can't you read the thread? There's a whole section for builds.
#67

auxitius

Mar 31, 2008 9:47:04
:S
Can't you read the thread? There's a whole section for builds.

Sure I can but Rogue 1 / Cloistered Cleric 19 does not exactly tell me what the build is capable of.

I would appreciate if people could squeeze just an ounce more information into the builds rather than saying this many levels in this class and then this many in this class.

Cleric and Bard is the only two classes I haven't really invested much time in, so I am a bit confused about what they are capable of.

I guess what I am looking for is a break down of every level including feats, etc.
#68

Dictum_Mortuum

Mar 31, 2008 10:01:35
Work on a build, open a thread and read the handbooks. People will help. Here you won't get much views.
#69

auxitius

Mar 31, 2008 10:11:49
Work on a build, open a thread and read the handbooks. People will help. Here you won't get much views.

Indeed but I got ideas :D

Cloistered Cleric Dragonwrought Kobold (Faerûn) worshipping Kurtulmak.

Attributes by creation, 32-point buy and venerable age (+3 to Int, Wis and Cha)

Strength: 8
Dexterity: 10
Constitution: 14
Intelligence: 14
Wisdom: 21
Charisma: 18
#70

carnivore

Feb 19, 2010 15:25:35
bump to save

Laughing
#71

da_chicken

Feb 20, 2010 14:37:04
This seems as good a place as any to post my Cloistered Cleric build.

Race: Human
Alignment: Any good.
Domains: Travel and Fire

1: CCleric.  Feats: Travel Devotion (Comp. Champion), Dash (Comp. Warrior)
2: CCleric
3: CCleric. Feat: Fiery Bust (Comp. Mage)
4: CCleric
5: CCleric
6: Paragnostic Apostle (Comp. Champion). Knowledge is power: Spatial awareness. Feat: Spontaneous Domains -or- Ability Focus (Fiery Burst)
7: Paragnostic Apostle. Knowledge is power: Manifest ethos (good)
8: Paragnostic Apostle. Knowledge is power: Any
9: Paragnostic Apostle. Knowledge is power: Any. Feat: Dimensional Jaunt (Comp. Mage)
10: Paragnostic Apostle. Knowledge is power: Any
11: CCleric -or- Contemplative
12: CCleric -or- Contemplative. Feat: Summon Elemental (Comp. Mage)
13: CCleric -or- Contemplative
14: CCleric -or- Contemplative
15: CCleric -or- Contemplative. Feat: Spontaneous Domains -or- Ability Focus (Fiery Burst)

My DM allowed Knowledge is Power to work with the Reserve Feat abilities.  At level 6 you'll have a movement speed of 55 all day thanks to Longstrider and Spatial Awareness, with the option of moving an additional 55 (or 65 if your DM says Travel Devotion works with Spatial Awareness) as a swift action for several minutes each day.  Combine that with Dimensional Jaunt and there will be no place you can't get to.

Fiery Burst is your main damage source.  With Manifest Ethos and Ability Focus it will affect just about everything you're likely to face.  You think you'll have a problem with Fire Elementals until you realize you've still got the Fire domain.

The character plays mainly like a Wizard who can heal.  The only items you'll likely want to get ahold of are Mithral Breastplate and Mithral Shield.

Paragnostic Apostle works extremely well with Cloistered Cleric, because except for the reduction in Hit Die and skill points, you lose absolutely nothing.