CO Project: Cleric Theme Builds

Post/Author/DateTimePost
#1

Dictum_Mortuum

Oct 04, 2007 7:04:51
Yeah, yeah i know... cleric 20 is the best. However domains, deities and spells come in an enormous variety so you can actually build your cleric with whatever flavor you choose: elemental based clerics, nature oriented or grim necromancers.

So the challenge is this: provide an optimized but flavorful 20 level build for a cleric with a theme of your choice.

I'll link all the builds in the next post, so try to keep them readable.
#2

Dictum_Mortuum

Oct 04, 2007 7:05:23
#3

caedrus

Oct 04, 2007 8:07:31
Reserve Space 1

Judge Dredd:

Cleric 5 / Dread Witch 5 / Church Inquisitor 10.

Notes:

Inquisition Domain
.
Divine Magician Substitution Level (Complete Mage, Pg33).
Elven Spell Lore at Level 9.

19 Level Casting, Dispel Magic as a 25th level caster.

Quote: "I am the Law!"

Idea: A truly horrifying Judge that strips away your defences, then makes you submit to his ministrations.
#4

Dictum_Mortuum

Oct 04, 2007 8:12:38
nice caedrus :D linked.
#5

caedrus

Oct 04, 2007 8:18:37
Reserve Space 2

The Negotiator:

Cleric 11 / Emissary of Barachiel 3 / Evangelist 5 / Exemplar 1

11th Level Casting.

Feats: Skill Focus (Diplomacy), Servant of the Heavens, Word of Creation, Negotiator.

Quote: "Surely we can negotiate?"

Not a strong casting build, but thematically strong. Similar in some ways to the Diplomancer builds. Half-elf optimal.
#6

oologahq

Oct 04, 2007 8:30:30
I like the idea of this thread

Hammer Time:

Cleric 7/Battlesmith 1/Ordained Champion 3/Fighter 2/Bloodstorm Blade 4/Ordained Champion 1/Cleric 2

4th level dwarven cleric substitution level
Deity: Tharmekhul
War Domain, trade Fire Domain for Fire Devotion
Required Feats: Endurance, Point Blank Shot, Martial Study, Martial Stance
Required Skills: Craft (Weaponsmithing or Armorsmithing) 10, Balance 8
Suggested Feats: Rapid Shot, Weapon Specialization (Warhammer), Melee Weapon Mastery (Warhammer), Holy Warrior, Extra Turning, Craft Wondrous Item
Craft a Dwarven Thrower at 10th level

Notes: BaB 17, Cleric casting 11, full ranged attack with warhammer treated as melee attack, hammer damage bonuses (+2 Hammer Specialist +7 + 1d4 burning Fire Devotion + 2 Weapon Specialization + 2 Melee Weapon Mastery + 6 Holy Warrior + Strength + Wisdom), swift cast War domain buffs.
#7

green_eyes

Oct 04, 2007 8:33:38
Mkay, but isn't this a Cleric 20 thread? Not just "Cleric X+Whatever I like most".
#8

Dictum_Mortuum

Oct 04, 2007 8:36:06
Mkay, but isn't this a Cleric 20 thread? Not just "Cleric X+Whatever I like most".

nah, just heavy divine spellcasting cleric based builds, with a theme.
#9

banor

Oct 04, 2007 10:18:12
The Dominator

Cleric 5 of Tiamat/Dracolyth 5/Comtemplative 1/Dracolyth+5/Comtemplative +4

Domain : Tyranny, Trickery, Domination (Dracolyth), Destruction (Contemplative)

1 : Spell Focus Enchantment (Domination), Toughness (imp Toughness if your DM allow it to replace Thoughness)
3. Dragonthrall
6. Greater Spell focus Enchantement
9. Highten Spell
12. DMM(Highten)

With SF/GSF (ench) and the +1DC for Compulsion max out your wisdom and have fun. Pick your favorite BBEG as a new puppet
#10

jameswilliamogle

Oct 04, 2007 11:16:11
Elementalist

Human Cleric 5 / Elemental Savant 10 / Contemplative 5
Domains: Fire, Earth

Feats of note:
1 Extend Spell, Energy Substitution: Fire (dang prereq)
3 Empower Turning (needs DM fiat to make it work on your normal selection)
6 free
9 Extend Spell
12 free
15 free
18 free

Command or turn every creature with an energy descriptor, become a Fire Elemental (essentially), and have all the standard goodies of a cleric. Requires almost nothing invested to get into.
#11

jameswilliamogle

Oct 04, 2007 11:39:32
Since its come up recently:

The Summoner

Human Cleric 5 / Malconvoker 9 / Contemplative 6
Spontaneous Domain variant (PHB2): Summoner
Domains: Summoner, Time

1 SF: Conjuration, Augment Summoning, b: Improved Initiative
3 Rapid Spell
6 DMM: Rapid Spell
9 Quicken Spell
12 DMM: Quicken Spell
15 Extra Turning
18 free?

So, you get all the prereq's for your PrC with two feats (that you'd take anyways) and a few skills. Its really more powerful around the 10-14 level range, but don't forget you can always just prep summon monster spells even if you can't cast them spontaneously. At 18th level, you are popping out 4 Bebeliths at 198 HP each per round (as long as you have turns left).
#12

zarzak

Oct 04, 2007 12:00:07
Since its come up recently:

The Summoner

Human Cleric 5 / Malconvoker 10 / Contemplative 5
Spontaneous Domain variant (PHB2): Summoner
Domains: Summoner, Time

1 SF: Conjuration, Augment Summoning, b: Improved Initiative
3 Rapid Spell
6 DMM: Rapid Spell
9 Quicken Spell
12 DMM: Quicken Spell
15 Extra Turning
18 free?

So, you get all the prereq's for your PrC with two feats (that you'd take anyways) and a few skills. Its really more powerful around the 10-14 level range, but don't forget you can always just prep summon monster spells even if you can't cast them spontaneously. At 18th level, you are popping out 4 Bebeliths at 198 HP each per round (as long as you have turns left).

Why not end with Thaumaturgist, or stick it in the middle to get augment summoning for free, or some such?
#13

jameswilliamogle

Oct 04, 2007 12:13:36
I thought about it, and had it originally in the build: the problem is that I want the most out of those Malconvoker levels, and going Cleric 7 / Thaum 5 / Mal 8 is ok, but you end up taking SF: Conjuration which is a wasted feat up to 7th (damaging undead aside). I wanted Spontaneous Summoning, b/c I think its that good on a full summoner. Thus, you have 7 levels of a spontaneous summoning cleric w/o Augment Summoning.

Also, Malconvoker 5 at 10th level is very, very sweet, but at 17th level is just ok. I also wanted Augment Summoning ASAP, since the character is an effective summoner from 1st level (CL 3 for summons at 1st = neat!).

It really was just a style choice: If I was starting above 9th level, I might do that, but I wanted the whole development to be more fluid.
#14

zombiegleemax

Oct 04, 2007 12:34:32
I didn't know that the Malconvoker had 10 levels.
#15

zombiegleemax

Oct 04, 2007 12:35:16
Screw it, Im posting P_I's light cleric build lower.
#16

jameswilliamogle

Oct 04, 2007 13:20:45
I didn't know that the Malconvoker had 10 levels.

fix'd
#17

snizor

Oct 04, 2007 13:42:40
Here's my raptoran flockmaster from the Summoning Handbook. Loves its birdies and air elementals.




Name: Flockmaster
Race: Raptoran
Build: Cleric 7/ Skypledged 3/ Contemplative 1/ Skypledged +7/ Contemplative +2

Feats:
1. Spell Focus: Conjuration,
3. Augment Summoning
6. Domain Sponteneity (Summoner)
9. Rashemi Elemental Summoning
12. Quicken Spell
15. Augment Elemental
18.

Racial Sub Levels/Alt. Class Features:
1st. Raptoran Cleric
1st. Spontaneous Domain Casting (Sky)
3rd. Raptoran Cleric
4th. Planar Cleric

Domains:
1st. Sky
1st. Summoner
11th. Windstorm

design notes

1. I have a personal aversion to Divine Metamagic so DMM cheese is not present.
2. The planar Cleric sub level is completely unnessesary for the main point of the build
3. One must either have the Sky or Air domains in order to take the Raptoran racial sub levels, so I chose Sky.
#18

ninjarabbit

Oct 04, 2007 14:31:55
The Undead Exploder

cleric6/radiantservantofpelor10/sacredexorcist4

Race: any

Alt. Class Features: Spontaneous Domain: Healing from PHB II

Domains: healing, sun, glory (from RSoP)

Required Feats: extra turning

Recommended feats: extend spell, persistant spell, divine metamagic persistant spell, quicken spell, divine metamagic quicken spell, improved initative
#19

ninjarabbit

Oct 04, 2007 16:09:45
Might Makes Right

Half Ogre cleric8/fistofraziel10

Required Domain: Strength

Alt. Class Features: Spontaneous Domain: Strength from PHB II

Feats:

1-human heritage
3-power attack
6-servant of the heavens
9-quicken spell
12-extend spell
15-persistant spell
18-open feat

16 BAB, 17 CL


Human heritage makes a human for purposes of a lot of things including spells, so now you're a legal target for enlarge person, which you can now cast via the strength domain, meaning that you become huge sized with just a first level spell. Now use this and your other clerical buffs to smash things for justice.
#20

carnivore

Oct 04, 2007 16:23:56
Super Cleric Monk

Monk 1/ Ardent 2/ Cloistered Cleric 3/ Psychic Theurge 10/ xxxx 4 = any full spellcasting progressing class

can be of any race, but if it doesnt have "Any" or "Cleric" as favored class, you need to take one of the following feats to avoid xp penalties:

Mark of Hleid
Blessed of Tem-et-Nu


Both give Cleric as an ADDITIONAL Favored class


Feats:
Practiced Manifester(Ardent)
Monastic Training(Psychic Theurge)(monk Bonus feat)
Tashalatora(Psychic Theurge) ...allows Psychic Theurge to Progress monk Abilities(Unarmed Damage,AC,FLURRY of Blows)

after that feel free to take any feats to customize as you like:

Improved Natural Attack
Intuitive Attack
Reserve feats
Domain Feats
DMM(Persistant) path also works well

everything is based on Wis ..... and can have BAB of Fighter(Divine Power) 17th lvl cleric, 20th lvl monk

:D
#21

carnivore

Oct 04, 2007 16:27:59
The Healing Machine

IMAGE(http://www.wizards.com/dnd/images/sx_gallery/98829.jpg)


Warforged

Lawful Good

Cloistered Cleric 5/ Landforged Walker 5/ Celestial Mystic 10

Needs to have Access to Travel Domain for early entry to Landforged Walker(requires ranks in Survival)...and be only one alignment away from Lawful Good, thus:

Patron: .... pick one:

Cyndor(LN) Law, Oracle, Protection, Travel
Ospreys(LN) Law, Protection, Travel, Water
Gwaeron Windstrom(NG) Animal, Good, Knowledge, Plant, Travel
Mielikki(NG) Animal, Good, Plant, Travel

Feats:

1st: Ironwood Body
3rd: Sacred Vow
6th: Vow of Poverty, Nymphs Kiss(VOP bonus)
8th: Vow of Abstinence(VOP bonus)
9th: Eschew Materials
10th: Servant of the Heavens(VOP bonus)
12th: Knowledge Devotion(domain), Nimbus of Light(VOP bonus)
14th: Holy Radience(VOP bonus)
15th: Summon Elemental(reserve)
16th: Touch of Golden Ice(VOP bonus)
18th: Natural Spell , Exalted Turning(VOP bonus)
20th: Exalted Wildshape(VOP bonus)





Immunities:

Warforged:
[indent]Poison
Sleep Effects
Paralysis
Disease
Nausea
Fatigue
Exhaustion
Sickened
Energy Drain
[/indent]

Landforged Walker class:
[indent]Polymorph[/indent]

Celestial Mystic Class:
[indent]
Disease
Poison
Death Spells and Death Effects[/indent]

Great Abilities..without items:
Wildshape as Druid = Character Level...Plant shapes only... 3/day
Bardic Knowledge
great Healing EX abilities and SU abilities
DR 10/Unholy
SR 20
Celestial Mystic

Celestial Mystic gives the Following:
[indent]
Reqs:
Exalted
align: Lawful Good
Knowledge Arcana 4 ranks
Knowledge The Planes 4 ranks
Knowledge Religion 6 ranks
Spellcraft 6 ranks
Feats:
Servant of the Heavens
Sacred Vow
Vow of Abstinance
cast 4th lvl spells
[/indent]
d4 HD
Skills 4+ Int
Concentrate, Craft, Diplomacy, Heal, Know(arcana), Know (religion), Know(the planes), Spellcraft

1st: Gain Electricity Resistance 10.
+2 Sacred bonus on saves vs. disease, poison, &
petrifaction.
Magic Circle against Evil, always on at Character level.

2nd: +1 Caster level.
Able to cast spells reserved for Celestials and/or
Archons.

3rd:Immune to Death spells and Effects
4th:Bardic knowledge
5th:
6th:
7th:
8th: DR 10/unholy
9th:SR 20
10th: aura...10' rad..affects 10 HD Undead as if turned...give Fast healing 2 as (EX) ability to all others

#22

carnivore

Oct 04, 2007 16:28:40
Super Holy Warrior

Illumian(CG)
sigils:
Krau(+1/ sigil to Caster lvl)
Naen(+1/ sigil to Int skills and Int checks)


Patron:
Lirr(CD) Chaos, Good, Knowledge, Magic, Travel

Domains: Knowledge,Travel Sun

Warlock 1/ Cleric 4/ Eldritch Disciple 8/ Knight of the Raven 7

BAB +16
17th lvl Cleric(20th lvl Divine Caster... without items)
9th lvl Spells
17th lvl Cleric Turning


9th lvl Warlock powers( 3 least, 2 lesser, 5d6 EB)
least:
Eldritch Glaive .........5d6 Melee touch attacks
Beguiling Influence....+6 Bluff, Diplomacy, Intimidate
All Seeing Eyes.........+6 Search, Spot, and Continuous Comprehend Languages

Lesser:
Flee the Scene ........ Dimension Door and Invisible
Fell Flight................ 24 hour Flight

Eldritch Disciple:
Gift of the Divine: Healing Blast...heal @ range with EB
Gift of the Divine: Protective Aura .. Magic Circle
Gift of the Divine: Wild Frenzy .... +2 Attack and Damage with Weapons or EB

Feats:....could be any

Enhanced Power Sigil........ need for skill and CL boost
Combat Reflexes
Summon Elemental(reserve) ...... want this one
Knowledge Devotion(domain) ..... want this one
Open Feat .....???????
Touch of Healing(reserve)
Robilars Gambit

or could do DMM(Persistant) ... like this:

Enhanced Power Sigil
Extend Spell
Persistant Spell
Divine Metamagic(Persistant)
Summon Elemental(reserve)
Knowledge Devotion(domain)
Open Feat ......?????


other Patrons that can work with this:

Syret(CG)(Illumian) Chaos,Sun,Travel (Mace)
Haku(CG)(Sandstorm)Air,Chaos,Good,Protection,Travel(Scimitat)
Zoser(CN)(Sandstorm)Air,Chaos,Destruction,Sand,Summer(Spiked Chain)
Bast(CG)(Egyptian)Chaos,Destruction,Protection,Strength,War(Spiked Gauntlet)
Nephthys(CG)(Egyptian)Chaos,Good,Protection,Repose(Mace)
Nanna-Sin(CG)(Babylonian)Chaos,Luck,Good(Battle Axe)
Utu(CG)Babylonian)Chaos,Fire,Good,Sun(Scimitar)
Lirr(CG)(Complete Divine-Core)Chaos,Good,Knowledge,Magic,Travel(Rapier)
Tritherion(CG)(Complete Divine-Core)Chaos,Good,Liberation,Summoner(Spear)
Kord(CG)(Core)Chaos,Good,Luck,Strength(Great Sword)


what makes this great:

1)BAB+16.... 4 itterative attacks without Divine Power, and all are Melee Touch Attacks with Eldritch Glaive(5d6 damage each)

2)17th lvl Cleric(in all respects), 9th lvl Spells.... 20th lvl Caster level without anything else yet

3)9th lvl Warlock abilities

4)Retributive Attacker = lots of Attacks.... if you even swing at him he gets to immediately hit back, and gets a boost from Knowledge checks to Attack and Damage... with a good roll and Wild Frenzy .... additional +7 Attack and Damage with Touch Attacks

5)Great Endurance .... all day power from Warlock and Reserve Feats

6)handles anything thrown at it

7)Even will work Great with VOP

:D
#23

carnivore

Oct 04, 2007 16:35:18
Cleric 20 for the Build

simple Undead Bane type Build

Hellborn(Spirit Aspect)(+2 Cha,-2 Con)

Cleric 20.... Patron(Pelor,Lathander,Horus-Re)
Domains:
Glory
Sun

32 point buy

10 Str
10 Dex
12 Con
12 Int
16 Wis
16 Cha

assume 3 level boosts go to Wisdom, and 2 level boosts go to Cha..... remember we are not counting items.

Feats:
1st lvl: Improved Turning
3rd lvl: Empower Turning
6th lvl: Extra Turning
9th lvl: Divine Energy Focus
12th lvl: Choosen of the Deathless
15th lvl: Quicken Turning
18th lvl: Disciple of the Sun

i dont feel like doing the math.... but this is quite nice, especially combined with the Spells from the Spell Compendium and PHB, i can easily destroy a lot of Undead, especially when Boosted by Items.!!!




:D
#24

carnivore

Oct 04, 2007 16:43:28
Super Cleric Archer


Most Cleric Archer Builds focus solely on archery.... that they neglect thier support role for the party. This Build tries to avoid that kind of problem, while making an effective character that is both a Cleric and Archer.

Gray Elf(+2Dex,+2Int,-2Str,-2Con)

Patron:Ehlonna
Domains:
Knowledge(bonus)
Animal
Celerity
Sun(bonus)
Travel(bonus)

Ranger 2/ Cloistered Cleric 3/ Seeker of the Misty isle 3/ Knight of the Raven 10/ xxxx 2 =RSoE 2 or Contemplative 2, any full casting progression class

BAB+16

Attributes:32 point buy:..this doent count Items or level boosts
8 Str(10 base-2racial)
16 Dex(14 base+2racial)
12 Con(14 base-2racial)
16 Int(14 base+2racial)
14 Wis
14 Cha
All ability boost from levels go to Wisdom
@ 20th like this:

14 Str(10 base-2racial+6 belt)
22 Dex(14 base+2racial+6 belt)
18 Con(14 base-2racial+6 belt)
16 Int(14 base+2racial+6 belt)
30 Wis(14+ 5 levels+ 5 inherent +6 belt)
24 Cha(14 +4 inherent+6 belt)



Feats:
Track(Bonus)
Quick Reconioter
Rapid Shot(Bonus)
Point Blank Shot
True Believer..... for Raptor Arrows
Touch of Healing
Knowledge Devotion
Summon Elemental(reserve)
Woodland Archer

Weapon:
+1 Splitting Force Explosive Eager Adamantine Elvencraft Longbow
Raptor Arrows

:D
#25

skb

Oct 04, 2007 16:43:35
Divine Protector of the Arcane

Cleric3/ChruchInquisitor4/AbjurantChampion5*/DivineDisciple4/ChurchInquisitor4
*Adaptation Rule [Complete Mage, page 52].

20th Level
BAB: 16
CL: 20
SL: 9th level, full spellcasting
ST: 10/5/17

Domains: Spell (Sacrifice granted power for Divine Restoration [Dungeonscape, page 9]) , Planning (Extend Spell), War (Wpn Prof. and Focus Greatsword), Inquisition (Sacrifice domain for Knowledge Devotion).

Feats:
1-Persistent Spell
3-Divine Metamagic (Persistent Spell)
6-Combat Casting
9-Power Attack
12-Holy Warrior
15-Quicken Spell
18-Extraordinary Spell Aim

Auto-Extend and Quicken Abjuration spells up to 3rd level.
Use Spell domain to gain arcane spells of importance, Shield spell + Abjurant Champion = +9 shield AC.
Spontaneous Casting - Cure Spells and Restoration Spells.
Drop an Antimagic Field with Extraordinary Spell Aim and crush the infidels with your greatsword of powa!
#26

carnivore

Oct 04, 2007 16:45:54
Clerical Warlock

Gray Elf ....Chaotic Good
Patron: Ehlonna

Warlock 2/ Cloistered Cleric(spontaneous Domain caster variant: Healing) 3/ Eldritch Disciple 10/ Paragnostic Apostle 4/ Contemplative 1

Domains:
Healing
Celerity
Animal
Knowledge

Caster level 17th(20th with Practiced Caster)
9th level Divine Spells

Base Turn Undead(without items):
as 17th lvl Cleric


functions as 11th lvl Warlock:

invocations:
least:
Eldritch Spear.........250' range EB
Beguiling Influence....+6 Bluff, Diplomacy, Intimidate
All Seeing Eyes.........+6 Search, Spot, and Continuous Comprehend Languages

Lesser:
Eldritch Chain.........3 targets
Voracious Dispelling..Dispel Magic and Damage target
Fell Flight................24 hour Flight

Greater:
Chilling Tentacles.......Evards Tentacles with Cold damage

what makes this fun and Powerful......the Class Ability: Gift of the Divine.....he must use a Turn Undead Attempt to power it......but if he picks Healing Blast...he can Heal with his EB....and can do it at great Range with Eldritch Spear, or heal multiple targets with Eldritch Chain

also he can Buff himself with buffs that make the most of the important Attributes(Wis(spells,save,skills(Spot,Listen)& Cha(Turning,Diplomacy,Bluff))

he has continuous at will abilities that do not expend any spells....but he can also use DMM(Persistant) for more fun(Shapechange,Improved Blink)

Paragnostic Apostle gives the following:



and he is very Playable at all levels


:D
#27

dman

Oct 04, 2007 17:11:01
Great job guys! All of these builds are great. Just another reason why I love to lurk on the CO boards. :D
#28

Dictum_Mortuum

Oct 04, 2007 17:24:23
wow thanks carnivore :D
#29

hjones

Oct 04, 2007 18:11:08
This is a very cool thread. I have been looking for some good cleric builds and all of these are great. I really like: Hammer Time, Elementalist, Might Makes Right and judge dredd.

Good job guys
#30

zombiegleemax

Oct 04, 2007 19:54:00
This was all Phoenix_Inferno's energy and effort. I copied this or personal use, but since Dictum decided to make a project for clerics, I decided to reintroduce this. If P_I gets mad, then I will blame it on Dictum, as it is D_M's fault because he decided to make this thread.
Show

Character Name Ibn Saraj (supposedly translates to Son of the Light - my apologies to anyone who speaks Arabic)

Class/Level Cleric of Horus-Re 7/Sacred Exoricst 5/Eye of Horus-Re 6/Contemplative 1/Hierophant 1

Race Human

Ability Scores
STR 14 (0 points) (8 base + 6 enhancement)
DEX 14 (0 points) (8 base + 6 enhancement)
CON 20 (6 points) (14 base + 6 enhancement)
INT 18 (4 points) (12 base + 6 enhancement)
WIS 33 (16 points) (18 base + 5 level + 5 inherent + 6 enhancement)
CHA 25 (6 points) (14 base + 5 inherent + 6 enhancement)

Progression
Cleric of Horus-Re 1: Turn Undead, Sun Domain, Good Domain, Sacred Tatoo (Races of Faerun), Divine Spell Power
Cleric of Horus-Re 2:
Cleric 3: Spell Focus(Good)
Cleric 4:
Cleric 5
Cleric 6: Extra Turning
Cleric 7:
Cleric 7/Sacred Exorcist 1: Exorcism, Turn Undead
Cleric 7/Sacred Exorcist 2: Detect Evil, Resist Possession, Alertness
Cleric 7/Sacred Exorcist 3: Chosen Foe(Undead) +1
Cleric 7/Sacred Exorcist 4: Dispel Evil 1/week
Cleric 7/Sacred Exorcist 5: Consecrated Presence, Consecrate Spell
Cleric 7/SE 5/Eye of Horus-Re 1: Greater Turning, Radiance, Turn Undead
Cleric 7/SE 5/EoHR 2: Everlight
Cleric 7/SE 5/EoHR 3: Touch of the Sun, Divine Metamagic(Consecrate)
Cleric 7/SE 5/EoHR 4:
Cleric 7/SE 5/EoHR 5: Glory Domain
Cleric 7/SE 5/EoHR 6: Piercing Sight, Domain Spontenaity(Sun)
Cleric 7/SE 5/EoHR 6/Contemplative 1: Healing Domain
Cleric 7/SE 5/EoHR 6/Contemplative 1/Hierophant 1: Mastery of Energy

Skills of Note
Knowledge(Religion) 23
Concentration 23
Spot 4+6 (8+6)
Diplomacy 18
Knowledge(The Planes) 10

Spells of Note
Incense of Meditation Maximizes all spells for the day

Searing Light, no save, allows SR
5d8 - 5 min, 20 avg, 40 max
10d6 to undead - 10 min, 30 avg, 60 max
10d8 to light-sensitive undead - 10 min, 40 avg, 80 max

Sunbeam (1 beam) damage REF half, blinding REF neg, allows SR
4d6 dam + blinded - 4 min, 12 avg, 24 max, 2x damage to light-sensitive
10d6 to undead - 10 min, 30 avg, 60 max, destroys light-sensitive undead

Sunburst damage REF half, blinding REF neg, allows SR
6d6 + blinded - 6 min,18 avg, 36 max, 2x damage to light sensitive
18d6 to undead - 18 min, 54 avg, 108 max, destroys light-sensitive undead

Fire Seeds(Acorn Grenades) damage REF half, no SR
18d6 - 18 min, 54 avg, 108 max

Heal damage WILL half, allows SR
150 damage

Righteous Might, Divine Power, Greater Magic Weapon, Magic Vestment, Shield of Faith, Spikes

Items of Note
Belt of Magnificience 200,000gp
Bead of Karma 20,000gp
Orange Ioun Stone 30,000gp
Incense of Meditation 4,900gp
+1 Sacred, Soulfire Scale Mail 49,200gp
Sacred Bracers of Armor 4,000gp
+1 Sacred Heavy Steel Shield 9,170gp
+1 Undead Bane, Holy, Ghost Touch Club of Disruption 49,000gp
Scepter of Obedience 12,500gp
Tome of Leadership and Influence +5 137,000gp
Tome of Understanding +5 137,000gp
Stone of Good Luck 20,000gp
Phylactery of Undead Turning 11,000gp
Rod of Authority 20,576gp
Greater Holy Symbol 5,040gp

I am the ultimate undead slayer because...
Here is a statistical break down of Ibn Saraj's offensive capabilities:

BAB +12, which is inconsequential because of Divine Power
HP 19x(4+1)+(3+1)+20x5 = 199

Armor Class
10 base
4 armor
2 shield
2 enhancement
2 Dexterity
-----
20
6 with 2 castings of Magic Vestment (enchantment)
5 with 1 casting of Shield of Faith (deflection)
-----
31

Saving Throw DCs
10 base
12 Wisdom modifier
1 Sacred Tattoo - casting on consecrated ground
(2) Spell Focus(Good)
-----
23 + spell level
25 + spell level for Good spells

Turning Check
d20 base
7 Charisma mod
4 Hierophant - Mastery of Energy
5 Scepter of Obedience (competence)
2 Glory domain
2 5+ ranks of Knowledge(Religion)
1 Luck
3 Sacred (Concecrated Aura)
------
d20 + 24 -> always can turn level+4
------
3 bonus for use with Divine Spell Power
------
d20 + 27

Effective Turning Level
18 base
6 Sacred Armor, Shield, Bracers
4 Phylactery of Undead Turning
4 Rod of Authority
------
32 + 4 = 36 HD is the largest eligible turning target

Turning Damage
2d6 base
1d6 Glory domain
7 Charisma mod
4 Mastery of Energy
36 effective turning levels
------
3d6 + 45 HD
x1.5 Greater Holy Symbol
------
72 - 94 HD turned

Spell Resistance Check
18 caster level
(1) good domain for casting good spells
1 Sacred Tattoo - casting on consecrated ground
1 Orange Ioun Stone
(4) Bead of Karma (10 minutes, 1/day)
(4) Divine Spell Power (1 turning attempt/day)
------
20
21 for Good spells
29 for Good spells + Bead of Karma + Divine Spell Power

Damage (just for completeness)
1d6
10 (Spikes)
7 (Str after Divine Power and Righteous Might)
3 (Divine Favor)
------------
21-27 damage
against undead: +2d6 (undead bane)
against evil: +2d6 (holy)
against evil undead: +4d6


Ibn Saraj is a primarily a spellcaster devoted to destroying undead. His choice of domains helps him annihilate undead whenever they rear their shambling bodies. He is also active in campaigns against the minions of Set, the primary evil of the Mulholrondi pantheon, giving him additional character motivation. In addition to his spellcasting abilities, he can act as a back-up frontliner and bash skulls with his buffed-up allies.

Most highly optimized characters rely heavily on their equipment and magic to reach their full potential - not so with Ibn Saraj. His abilities come from blowing away undead with magic which can't be dispelled. With Incense of Meditation, he is able to unleash absolutely devastating amounts of damage against the undead with his divine spells, optionally enhanced with Consecrate Spell powered by his prodigious number of turning attempts.

If the spells haven't turned them into speed bumps, then you start blowing them away with turning and greater turning, which can easily annihilate all but the most powerful of the living dead; undead of 36 HD or less will be utterly destroyed. Also of note is that the majority of turn attempts are not consumed in the morning for Persistant spells. He doesn't need to; hand-to-hand combat for Ibn is only a last resort.

Whatever remains can be beaten beyond the point of recognition with Ibn's magical club of undead bashing. The standard array of clerical buff spells easily handles Ibn's melee needs.

From a roleplaying standpoint, I've taken great care to make everything about Ibn Saraj consistent. He is not merely an anti-undead machine, he is a representative of Mulholrandi mores and culture - his unique name, his choice of armor and weapons all scream that he is from the mysterious Eastern lands. This adds much more depth to an already mechanically strong character.

#31

deathofrats

Oct 04, 2007 21:02:36
Some evil cleric builds would be nice too
#32

zombiegleemax

Oct 05, 2007 3:29:15
Pfft. PFFT! come here....take a lookie at this furious guy her'.

(this is also a build I picked up from the boards.)

A Complete Champion Friendly Berserker


1) Barbarian 1 (Lion Totem Sub Level)
2) Fighter 1
3) Fighter 2
4) Cleric 1
5) Cleric 2
6) Cleric 3
7) Ordained Champion 1
8) Frenzied Berserker 1
9) Ordained Champion 2
10) Frenzied Berserker 2
11) Frenzied Berserker 3
12) Frenzied Berserker 4
13) Frenzied Berserker 5
14) Frenzied Berserker 6
15) Frenzied Berserker 7
16) Frenzied Berserker 8
17) Frenzied Berserker 9
18) Frenzied Berserker 10
19) Ordained Champion 3
20) Ordained Champion 4
BAB F R W
+1 +2 +0 +0
+2 +4 +0 +0
+3 +5 +0 +0
+3 +7 +0 +2
+4 +8 +0 +3
+5 +8 +1 +3
+6 +10 +1 +5
+7 +12 +1 +5
+8 +13 +1 +6
+9 +14 +1 +6
+10 +14 +2 +7
+11 +15 +2 +7
+12 +15 +2 +7
+13 +16 +3 +8
+14 +16 +3 +8
+15 +17 +3 +8
+16 +17 +4 +9
+17 +18 +4 +9
+18 +18 +5 +9
+19 +19 +5 +10
FEATS
Feats
1) Bullheaded
1B) Iron Will
2F) Power Attack
3) Intimidating Rage (CW)
3F) Cleave
6) Destructive Rage (CW)
7 OC) Improved Bullrush
9) Shock Trooper
9 OC) Cumbrous Will (SS)
12) Leap Attack
15) OPEN (Improved Sunder)
18) OPEN (Combat Brute)
Cleric Domains
War
Pride (SC)
OC Bonus Domain: Any domain with good spells (Trade domain ability for Improved Bullrush)
#33

carnivore

Oct 05, 2007 5:42:17
IMAGE(http://www.wizards.com/dnd/images/MotP/Planeshifter.jpg)
Mr Know-it-All

Race:
Hellbred(Spirit Aspect)

Cloistered Cleric 3/ Psion(Seer) 3/ Psychic Theurge 10/ Anarchic Initiate 4

32 point buy
14 Str(Base 8 +6 Belt)
22 Dex(Base 16 +6 Belt)
18 Con(Base 14 -2 Racial +6 Belt)
32 Int(Base 16 +6 Belt+5 levels +5 Tome)
24 Wis(Base 14 +6 Belt +4 Tome)
18 Cha(Base 10 +2 racial +6 Belt)



Domains:
Knowledge
Magic
Spell

Feats:

Extend Power(Psion Bonus)
Quick Reconoiter
Touch of Healing
Psicrystal Affinity
Investigate
Overchannel
MindSight
Practiced Caster(Cleric)


Powers:
Show

1st lvl
Stone Mind
Know Direction and Location
Editic Lock
Crystal Shard
Channel the Psychic Dragon
Call to mind: bought with Psychic Chirgury for only 6530gp

2nd lvl
Zone of Alertness
Object reading
Sensitivity to Psychic Impressions
Detect Hostile Intent
Claivoyant

3rd lvl
Dispel Psionics
Time Hop
Touchsight
Energy Retort
Faint Memory

4th lvl
Correspond
Danger Sense
Remote View
Divination

5th lvl
Etherial Agent
True Seeing
Clairtagent Hand
Plane Shift

6th lvl
Psychometry
Disintegrate
?????

7th lvl
Fate of One
Divert Teleport
Energy Conversion

8th lvl
Hypercognition
Teleport greater
True Metabolism

9th lvl
Metafaculty
Reality Revision
#34

carnivore

Oct 05, 2007 5:52:07
"Mr.Sage......The Divine Skill Monkey"


Human

Factum 1/ Cloistered Cleric 19

Feats:
Able Learner
Nymphs Kiss

starting Int= 16
@ 20th lvl = 20(+5 inherent @ 15th lvl).. no attribute boost from levels

Skill points:
44 @ 1st lvl((6 class+3 Int+1 Human+1 nymphs Kiss)x4 1st lvl)
130 from 2nd to 14th
72 from 15th to 20th

total = 246 Skill points.... Access to All Skills as Class Skills(effectively)..and Trapfinding

19th lvl Divine Caster
9th lvl Spells
19th lvl + Turn Undead

can you say Mr.Sage

:D
#35

lench

Oct 05, 2007 14:22:46
If you take Nymphs kiss at level 1 aswell, you get another 20 skillpoints
#36

carnivore

Oct 05, 2007 14:57:39
good point... will adjust ..... but i probably wouldnt pick any more Skill related feats to try to get more skill points(Open Minded , etc...) but i would take feats that boost the skill useage:

Quick Reconoiter....... get free Spot and Listen checks each round
Knowledge Devotion ... get insight bonus to Attack and Damage with Knowledge Check

also i would take some Skill Tricks

:D
#37

ninjarabbit

Oct 05, 2007 16:56:50
Dude Looks Like a Wizard


cloisteredcleric10/contemplative6/cloisteredcleric4

Race: Spellstitched nercopolitan grey elf (any race will do but we'll use grey elf since the con penalty means nothing now and grey elves are usually wizards)

Domains: knowledge, spell, magic, travel (from contemplative), trickery (from contemplative). The last two domains are optional, I just picked them because they have a lot of the wizard spells, pick according to deity I guess

Feats:

1-improved initative
3-extend spell
6-empower spell
9-quicken spell
12-persistant spell
15-quicken spell-like ability
18-quicken spell-like ability


Spellstitched turns you into a mini-dual caster and it happens to use wisdom to determine what level SLAs you get, which co-incidentally happens to be the cleric's spellcasting stat. With this build you can easily pass for a wizard between the SLAs and the magic and spell domains.
#38

Dictum_Mortuum

Feb 15, 2008 19:01:48
Neutral Good Human Cloistered Cleric of Mielikki 6/Holt Warden 10/Cloistered Cleric +4

Plant + Travel Domains
  • Initiate of Nature
  • Knowledge Devotion
  • Track
  • Travel Devotion
  • Magic of the Land
  • Summon Elemental
  • Minor Shapeshift (if you get animal domain somehow).
#39

boffer

Feb 15, 2008 22:08:33
Strongheart Halfling Cleric of Talos 10/Stormlord 10
Domains: Storm and Destruction
1 Endurance
B Great Fortitude
3 Weapon Focus: Javelin
6 Point Blank Shot
9 Precise Shot
12 Rapid Shot
15 Quicken Spell
18 DMM(Quicken)

Simple, buff, then hurl lightning bolts as you will get the bracers of endless javelins from MIC, for an endless supply of +3 Shocking Burst Thundering Javelins made of Force.
#40

carnivore

Feb 16, 2008 12:34:51
Neutral Good Human Cloistered Cleric of Mielikki 6/Holt Warden 10/Cloistered Cleric +4

Plant + Travel Domains
  • Initiate of Nature
  • Knowledge Devotion
  • Track
  • Travel Devotion
  • Magic of the Land
  • Summon Elemental
  • Minor Shapeshift (if you get animal domain somehow).

this is great ... and works with Ehlonna but with Elf, 1/2 Elf, or Gnome

just make a little adjustment:

Neutral Good

Elf

Cloistered Cleric of Ehlonna 6/Holt Warden 10/Cloistered Cleric +4

Plant + Animal Domains
  • Initiate of Nature....... Ehlonna is the Conversion Deity for Mielikki in Greyhawk
  • Knowledge Devotion
  • Track
  • Animal Devotion
  • Magic of the Land
  • Summon Elemental
  • Minor Shapeshift



:D
#41

alastar

Feb 16, 2008 13:04:04
The evil Overlord (that guy from the handbook)

Cleric 8/Dreadmaster 10/Contemplative 2
Deity: bane
Domains: Domination, Tyranny, Destruction.

Base Ranks: 23, skill focus 3, Charisma (assuming 14 start and cloak +6 and book +4) +7, rod of intimidation +10, Bluff 10 ranks (cross class) +4, +47 in intimidate, considering it's a hit dice + wisdom save, most creatures won't succeed on it.


Feats: Skill Focus (intimidate), Spell Focus (enchantment), Greater Spell Focus (enchantment), Initiate of Bane

Every time you charge or attack, enemies make a will save or become shaken, you have a 60ft. aura around you that gives -4 vs fear. You get next to the enemies, and intimidate them, they flee. Rinse, repeat. Let your cohorts run after them

You have 3 cohorts that are most likely very near to your level, and you can replace your special cohort at no cost, plus your followers are fanatical.

Dominate Monster DC: 22 +wisdome modifier (most likely +11) 33. If the guys is shaken, wich he should be, it's most likely he'll be your pawn next.

This is to cover the evil cleric demand, hope it's not that bad.
#42

ikeren

Feb 16, 2008 14:35:29
Cleric Tank:

Cleric 3 (War + 1 other)/Church Inquisitor 1/Ordained Champion 3/Prestige Paladin 3/Fist of Raziel 10

17th casting, 19 BAB without wasting divine power, uber smiting from two different ways, 2 fighter bonus feats, and cha to saves.

Roguish Cleric:

Rogue 1/Cleric 4/Shadowbane Stalker 8/Church Inquisitor 3/Contemplative 2/Divine Orcale 2

17th level casting, 3d6 sneak attack (more for expending spell slots), 14 BAB, good saves, and two of the sweetest cleric dips in existance (Contemplative 2 and Divine Orcale 2), 1 level of 8*skills, 8 levels of 6*skills, 3 levels of 4*skills, 8 levels of 2*skills.

Cleric: Collecting Class Features:

Cleric 3/Church Inquisitor 2/Divine Orcale 2/Radiant Servant of Pelor 2/Prestige Paladin 1/Contemplative 2/Dragonslayer 1/XYZ 7

Where XYZ 7 = any of the prestige classes you want to progress (church inquisitor, Divine Orcale, RSoP, Contemplative, or Sacred Exorcist).

Ironically, the feat requirements are:
Extra turning (Granted by Undeath Domain)
Skill Focus Knowledge Religion (Bought through item location)
Iron Will (Bought through item location)
Mounted Combat (one dud) - if your DM rules that you lose class features, but not Spell Casting/BAB/Saves/HD, you can use heroics. You get a level of full BAB, d10, and fort save bonus with casting for basically nothing.
Dodge - Only Good for Dragonslayer, only good if you get the heroics trick in. Boosts saves and BAB without costing a caster level.

At 13th, you've spent no feats, and still have 9.75 BAB, despite taking some 1/2 BAB classes. You also get: Orcale, Inquisition, 1 other bonus domain. Evasion and Slippery Mind. Empowered Healing and Extra Greater Turning.
Your hit die is 6d6+6d8+1d10, which is a slight bit lower (5 points on average). Plus you have yet to lose a single caster level.

Your DM may not be impressed, though.

Domains must be Undeath and Sun. You gain Inquisition and Orcale, plus one bonus of choice.
#43

Dictum_Mortuum

Feb 16, 2008 14:48:45
we have a whole thread on roguish clerics :P
#44

ninjarabbit

Feb 16, 2008 15:03:23
The Channeler (a work in progress)


Human cloistered cleric1/duskblade3/cloisteredcleric16

Required Domain: Destruction

Alt Class Features: trades knowledge domain for knowledge devotion feat (Complete Champion), spontanious domain: destruction

Feats:

1-able learner (to make it easier to max out my knowledge skills since I'm giving up the knowledge domain), power attack, knowledge devotion
3-practiced spellcaster: cloistered cleric
6-obtain familar (to deliver touch attacks and for +2 on my knowledge checks via the aid another action)
9-empower spell
12-quicken spell
15-maximize spell
18-open feat

I used cloisted cleric for the extra skill points since I can use divine power for BAB. I can use the duskblade's arcane channeling ability to channel touch spells like harm and the various inflict spells, which happen to be in the destruction domain. It's best to use reach weapons since the cloistered cleric is a little frail.

Any good ideas for domains that have touch spells that clerics normally don't have?
#45

dakr

Feb 16, 2008 22:42:48
Any good ideas for domains that have touch spells that clerics normally don't have?

I'm planning on playing a divine channeler, too. I traded the Knowledge domain for Divine Magician and picked Church Inquisitor and traded Inquisition domain for Knowledge devotion. Divine Magician offers some good options on channeling, like Ray of Enfeeblement, Vampiric Touch, Enervation, and Channeled Lifetheft (CM). The first three are also available in the Necromancer domain (EbCS).

Consider going Ordained Champion 3 instead of Duskblade 3 for the channeling. Sure, it costs you turn attempts, but you only lose 1 caster level and you gain 1 domain, smite, and 2 bonus feats (plus Diehard) to boot.
#46

Dictum_Mortuum

Feb 17, 2008 5:12:13
that feature that trades a domain for abjuration/divination/necromancy wizard spells may be good for the channeler .
#47

rabidpirateman

Feb 17, 2008 15:16:34
Cleric 5/Ordained Champion 5/Master of the Shrouds 10

Extre Rebuking for free adds to your DMM Persist tree. Not only can you kick butt, but you have undead minions that can really make some noise.
#48

Dictum_Mortuum

Feb 17, 2008 15:24:16
you can take master of shrouds earlier.
#49

skydragonknight

Feb 17, 2008 19:00:44
[img]
Mr Know-it-All
:D

No Call to Mind?

And you call him Mr. Know-it-all
#50

carnivore

Feb 17, 2008 19:04:22
No Call to Mind?

And you call him Mr. Know-it-all

good point ... he can Buy it with Psychic Chirgury for only 6530gp ... i will add it ;)

:D
#51

skydragonknight

Feb 17, 2008 19:17:27
Super Cleric Monk
:D

Despite not having Favored Class(Cleric or Any), you can mention that Kalastar are great Psi-Monks for both bonus PP and ability to get Ectoplasmic Fist.
#52

jimmynids

Feb 23, 2008 21:52:04
The Lawbringer:

Cleric 7/ Divine Disciple 3/ Justiciar of Tyr 10

I use Illumian w/ Naen Hoon to get 2 Divine Metas per day(Greater Holy Transformation and Invisibility Purge are fun ones but really whatever you want.)

Domains: Law, War, Retribution

Law Domain(+1 CL on Law spells)
Prayer Beads(+4 CL for 10 minutes)
Divine Spell Power(Turning check added to CL, usually +1-3 for me)
Orange Prism Ioun Stones(+1 CL each)
Metamagic Wand of Widen
Dictum(4th level spell that kills every non-lawful creature 10 levels below your CL with no saves or at least paralyzes all 5 below you with no save)

Once you get those +7-9 caster levels just keep adding Ioun Stones for whatever CL you need(gets expensive but I haven't found a better way yet)

Domain Spontaneity: War for some instant swapped Power Word: Stun/Kill

Now walk around with nothin but Dictum memorized in all slots above 4th, except the spells you wanna persist. Can you say I kill all unlawful things within 40 feet of me?

Repeat about 100 times...

Add in all the Justiciar's nice anti-chaos/pro-law abilities...

Now you are a walking talking Lawbringer, because after the first 100 or so people, the rest will quickly learn the benefits to obeying the law(like living).

On a brighter note, at least now we know what happened to the Necropolis that used to plague the towns to the west...
#53

zopzop

Feb 23, 2008 22:19:27
The Game Breaker Build :D

Human Cleric 9/Wizard 1/Dweomerkeeper 10

Domains : Magic & Skalykind or Animal

Feats : Scribe Scroll, Extend Spell, Extra Turning x's 5, Persistent Spell, Divine Metamagic (Persistant Spell)

Starting Stats : 12 Str, 10 Dex, 14 Con, 12 Int, 15 Wis (+5 from levels), 12 Cha

Equipment : Orange Ioun Stone 30k and Strand of Prayer Beads (Karma Bead) 46k. Everything else is optional

Basically you are abusing divine metamagic (persistent spell) and supernatural spell (4 per day). Spells that make excellent persistent supernatural spells : divine power, death ward, freedom of movement, stone body. Then when you get the ability to cast 9th level spells ----> divine persistent shapechange. Then it's game over. Nothing short of an antimagic field can stop you! Not dispel magic, mage's disjunction, reaving dispels, etc....

You can find the Dweomerkeeper PrC (among others) here :
http://www.wizards.com/default.asp?x=dnd/we/20040522a
#54

ghalleon

Mar 18, 2008 9:56:46
I tried searching for the Landforged Walker Class in the compendium, yet I haven't been able to find it. Can someone point me in the direction I should look (Book, board, etc.) where I may be able to find this class. The healing machine is something I am thinking about using for a cohort in the campaign my friend is running. (He's allowing everything and we have a slight lack of healing, we do just fine, but that safety net would be good to have. Plus healing would just be a bane on undead.)
#55

lench

Mar 18, 2008 9:59:58
The Game Breaker Build :D

Human Cleric 9/Wizard 1/Dweomerkeeper 10

Domains : Magic & Skalykind or Animal

Feats : Scribe Scroll, Extend Spell, Extra Turning x's 5, Persistent Spell, Divine Metamagic (Persistant Spell)

Starting Stats : 12 Str, 10 Dex, 14 Con, 12 Int, 15 Wis (+5 from levels), 12 Cha

Equipment : Orange Ioun Stone 30k and Strand of Prayer Beads (Karma Bead) 46k. Everything else is optional

Basically you are abusing divine metamagic (persistent spell) and supernatural spell (4 per day). Spells that make excellent persistent supernatural spells : divine power, death ward, freedom of movement, stone body. Then when you get the ability to cast 9th level spells ----> divine persistent shapechange. Then it's game over. Nothing short of an antimagic field can stop you! Not dispel magic, mage's disjunction, reaving dispels, etc....

You can find the Dweomerkeeper PrC (among others) here :
http://www.wizards.com/default.asp?x=dnd/we/20040522a

If you pick Initiate of Mystra(substitute for your local magic deity) you can cast Anyspell, that might qualify for Dweomerkeeper based on your DM.

If you can pick feats from forgotten realm books, magical training let you cast 3 0-level spells aswell. This one definately qualifies, but initiate of mystra is a much better feat as it gives you ability to cast in antimagic field and grants you several spells.
#56

davethemagicweasel

Mar 18, 2008 10:11:17
I tried searching for the Landforged Walker Class in the compendium, yet I haven't been able to find it. Can someone point me in the direction I should look (Book, board, etc.) where I may be able to find this class. The healing machine is something I am thinking about using for a cohort in the campaign my friend is running. (He's allowing everything and we have a slight lack of healing, we do just fine, but that safety net would be good to have. Plus healing would just be a bane on undead.)

It's in an Eberron book ... Secrets of Xen'drick iirc.
#57

carnivore

Aug 17, 2008 19:00:46


:D
#58

Dictum_Mortuum

Aug 17, 2008 19:23:17


:D

Nice :D

Now we need to come up with a theme build :P

//edit: carnivore i want you to make the first lightning maces cleric :P
#59

carnivore

Aug 17, 2008 19:29:41
Nice :D

Now we need to come up with a theme build :P

//edit: carnivore i want you to make the first lightning maces cleric :P

ok .... will have one tomorrow

:D
#60

Dictum_Mortuum

Apr 01, 2009 4:39:59


Carnivore, where are you :p?
#61

carnivore

Apr 01, 2009 4:55:28


Carnivore, where are you :p?

sorry .... been busy with too many other things lately


i was thinking of Lightning Mace plus this:

Sunscepter (Lost Empires of Faerun)personal,1 rnd/cl.....form a mace of light, does 2d6 damage as a melee touch attack, with Axiomatic, Disruption, and Flaming Burst attributes!!!!!!!....persistable (but if you put it down the spell is lost....so don't drop it!)

thus if persisted... and used in your off hand... you gain extra Melee Touch Attacks.... and add Imp Crit....


Cleric 6/ Radient Servant of Pelor 1/ Pious Templar 3/ Knight of the Raven 10

BAB +17

get Weapon Specialize(for free) .... Melee Weapon Mastery(bludgeoning) ... Crushing Strike

Crushing Strike[General](PH2 p78)req: Base Attack Bonus +14, Weapon Focus (any bludgeoning), Weapon Specialization(any bludgeoning), Melee Weapon Master(Bludgeoning)
When making a Full Round Attack with any Bludgeoning melee weapon, you receive a +1 cumulative bonus on attack rolls for each roll that has hit this round (i.e., it restarts at +0 at the start of each round).

add in Combat Reflexes and Robilars Gambit and then your bonuses will continue ..... they start to accumulate if you attack, or if they attack you

:D
#62

carnivore

Feb 21, 2010 15:04:11
bump to save

Laughing
#63

Dictum_Mortuum

Apr 03, 2013 15:13:52
Bump!