| Post/Author/DateTime | Post |
|---|---|
| #1seifer_guyJun 04, 2009 19:28:28 | I'm looking to play a cleric in a game with some friends. Something i've never done. I know we can make these guys straight up beasts, but as always, with this board the builds are all about acheiving max power at lvl20. I need you all to run me through how to make a wicked ass cleric all the way through. I need your help designing a clerical build that will be effective all the way through. I know persist is a great way to be rockin. Which means I need the devine metamagic and the persists feat. Aswell, I should be taking two certain domians which buff my turn attempts or some such? But thats about the limit of my knowledge. if you all wouldent mind running me through some ideas to make a very pwnage and versatile cleric thats playable through 1-20 that would be awsome. Maybe even 6-20 if we need some certain feats at the start to make me good later. If you wanna suggest any items i should invest in as i go along that would be great to. I have all material available to me. Thank you ![]() |
| #2danduJun 04, 2009 19:37:25 | 1.Be a Cloistered Cleric 2. Trade access to the Knowledge Domain for the feat Knowledge Devotion 3. Pick Domains with good powers and/or good spells that are not on your spell list as a cleric. 4. Pump Knowledge skills. 5. Use the spell Divine Inspiration, a second level spell that has a duration of hours per caster level until discharged, which gives 5+ caster level on any one skill check (max +15). 6. Knowledge Devotion now gives you + a lot to attack and damage. Combined with self buffs, this means you can go to town on the enemy. Just be sure to have a non-negative strength score, a nonnegative int score, enough skill points (play a human), good con and high wis. 7. Grab turning feats, divine feats, and etc to make the best use of your turn undead attempts. Divine Metamagic is a great way to go. If you want it, take the Planning Domain from the Spell Compendium to get Extend Spell for free as a bonus feat. 8. ??? 9. Profit. |
| #3ninjarabbitJun 04, 2009 20:22:34 | I've always liked the elf cleric archer and lately I've been a fan of the Divine Magician variant in Complete Mage, which trades a domain for the ability to cherry pick abjuration, divination, and necromancy spells from the wizard spell list and add it to your spell list. |
| #4rebel7284Jun 04, 2009 21:22:50 | Neutral Good Gnome Cloistered Cleric 1/Dread Necromancer 1/Cloistered Cleric 2/Church Inquisitor[CD] 1/Dweomerkeeper[CD webench] 5/Contemplative[CD] 1/Shadowcraft Mage[RoS] 3/Dweomerkeeper 5/XX 1 Domains Magic, Planning, [Inquisition, Illusion or Gnome] Feats: Knowledge Devotion, Extend Spell, Skill Focus Illusion, Divine Metamagic[Persistant Spell], Extra Turning, Heighten Spell, Earth Sense, Earth Spell, Quicken Spell |
| #5aelryinthJun 04, 2009 22:21:27 | The Earth Spell/Heighten Trick on cantrips doesn't work unless the DM is a complete dolt when interpreting rules. As soon as your cantrip is swapped out, it's no longer a heightened cantrip and all the funky bonuses go away, which is how anyone with a sense of game balance is going to interpret it. A straight Elven Archer-Cleric is pretty viable at all levels, but really, once you have Persistent, it's all about the spells. Planning DOmain makes getting Persistent faster and cheaper...if your DM allows a non-core Domain. That gnome build has an absolutely horrible attack skill because of all the casting, making him really vulnerable to loss of buffs. I'd go with the Elven archer-cleric or a straight cleric/Radiant Servant of Pelor build, and you'll do just fine. Just don't abuse the Divine Metamagic/Persist, or the DM will start doing it to you... ==Aelryinth |
| #6seifer_guyJun 04, 2009 22:56:38 | Thank you all. ![]() I'm sort of interested in a caster focused cleric. Possibly with self-buffs later ingame to make him awsome in combat. So If you have an ideas on par with that, throw em at me. |
| #7rebel7284Jun 04, 2009 22:57:00 | The Earth Spell/Heighten Trick on cantrips doesn't work unless the DM is a complete dolt when interpreting rules. As soon as your cantrip is swapped out, it's no longer a heightened cantrip and all the funky bonuses go away, which is how anyone with a sense of game balance is going to interpret it. I don't have DMM heighten listed, thus there is no early spell slots cheese... So what are you talking about? |
| #8emyJun 04, 2009 23:38:13 | I don't have DMM heighten listed, thus there is no early spell slots cheese... DMM Heighten isn't bad though, even without counting for qualification. |
| #9phaedrusxyJun 05, 2009 10:51:02 | Check out Hubert. He might interest you. After level 5, keep progressing Master of Shrouds till the end. Pick up the feats for Divine Metamagic Persist along the way. In the beginning, you'll rely mostly on spells and your Charnel Touch. From levels 5-13, you'll rely mostly on summoned undead (which are very effective vs. many monsters). From 14+, you'll rely mostly on self-buffs. Once you can cast Animate Dead, you should keep several beefy ones around. You can heal them for free out of combat. You should also give them cheap equipment to use, like armor. You might check out this thread on the Divine Magician class feature, and the Master of Shrouds handbook, also. |
| #10EndarireJun 05, 2009 16:35:37 | The spell is divine insight, not divine inspiration, and it's on Spell Compendium 70. |