Help with Cleric level 4

Post/Author/DateTimePost
#1

hikarihinata

Feb 18, 2009 19:36:24
Hi, I woul like to have an optimisation of a cleric
I'm starting level 4 with stardard treasur
It must be core only
This is what I rolled: 14 17 16 16 13 14

Sorry if I'm not specific anough,

well, thank you very much for your help.
#2

erhnamdj

Feb 18, 2009 20:01:50
What roll in the party do you want to cover?
#3

hikarihinata

Feb 18, 2009 20:53:43
Well I would like to see how I could do the most damage.
#4

erhnamdj

Feb 18, 2009 21:36:30
And what level do you expect the campaign to go to?
#5

hikarihinata

Feb 18, 2009 22:01:02
I think we will play untill level 20
#6

uhm_hoi

Feb 19, 2009 14:32:07
Maybe it would be possible to screw around with a spiked chain along with enlarge person and bulls strength from a strength domain at lower lvls, switching to divine favor and rightious might at higher lvls. With those rolls you could get a nice dex and combat reflexes for extra attacks of opportunity. You could trip people and things and they have to spend an action to get up again, at which point you get an attack of opportunity to bash their faces in.

If you really just want to go for damage, you could get away with a wis of 15, which enables you to cast lvl 5 spells (rightious might) and switch to fighter/barbarian/some other nice martial class at lvl 10-11 and basically bash everything that crosses your path. If your dm doesnt use a lot of monsters with a high reach you could even get away with sub-optimal hp and multiclass to rogue... things that are down dont get their dex bonus to armor class so sneak attacking things you just tripped is possible for a little extra damage. EDIT sorry, saxis is right, prone things still get their dex to armor.

Feats to consider are spiked chain proficiency, combat reflexes, power attack to use with that nice two handed weapon... power attack also works on attacks of opportunity, so go nuts. Also worthy to consider; improved initiative, quickdraw, quicken spell if going for full cleric, cleave if your dm likes to use a lot of weaker opponents, Scribe scroll if going for the multiclassed cleric and if there are some spells you really like, but dont have to use every encounter.

Have fun with it
#7

erhnamdj

Feb 19, 2009 14:45:42
Yeah, don't do take any levels of anything other than cleric. Please.

Ugh. I'll work up something later.
#8

saxis

Feb 19, 2009 15:05:13
...things that are down dont get their dex bonus to armor class so sneak attacking things you just tripped is possible for a little extra damage.

This is wrong. Prone creatures do get their Dex to AC, they just have a -4 penalty against melee attacks and +4 bonus against ranged attacks.
#9

khorus

Feb 19, 2009 15:14:47
WARMACE, with ewp (warmace) str domain, Power attack. You can wield a shield with it and you'll shine when you hit lol. (Warmace is in Complete warrior) Enlarge yourself, Magic Weapon it, normal dmg increase things.

I was in the same boat in a recent campaign (the dm is a douche who lets his friend play anything he wants but I'm limited in what I can.) I took artifice domain master work tools, +4 to craft from domain +2 circumstance with tools, 4 ranks and 2 from int = 12 crafting lvl 1 and you can make you some master work stuff and shine at the low lvls.
#10

jameswilliamogle

Feb 19, 2009 15:23:34
I think he's confusing prone with the effects generated by Grease...

Anyways, you can cover several roles (Int is the dump-attribute, normally):

Melee - this type uses buff spells to turn himself into a Fighter-type and a few select feats to help out with combat maneuvers and damage. Not quite as efficient as Ranged, but requires fewer feats. Wis ~ Str ~ Con > Cha

Ranged - this type again uses buff spells to do the same, but focuses on the Point Blank Shot line of feats. More feat intensive than melee, but you become very focused and good at what you do. Wis ~ Dex > Str > Con

Turning - this type uses the elemental domains to be able to turn a ton of creatures. Can be combined with Ranged or Melee style, though not that well due to stat dependence. Wis ~ Cha > Con > Str ~ Dex

Spell-offensive - this can focus a lot of differrent ways, but typically you end up taking metamagics, spell focus and penetration. Stand in the back and either debuff or control the battlefield or blast enemies or summon monsters. Wis >> anything else.

Undead master - this Cleric is typically evil or neutral and focuses on controlling and using undead as its cohorts. Its typically not as powerful in core, but its still strong. Cha ~ Wis <-note that this synergizes very well with Turning, above.


EDIT: As for most damage? Depends on the enemy. The controller types can out-do anyone in a single round (having all their minions attack at once could lead to god-awful damage, but you aren't likely to hit a tough enemy). The Melee types have some of the best single-hit impact damage (particularly if you combine with the Mounted Combat line of feats). The Ranged style can do about as much as a melee type, but due to the ranged factor can make a full attack every round (thus, on average, gets more damage).
#11

erhnamdj

Feb 19, 2009 15:24:27
I guess you missed the part about "must be core-only"?
#12

jameswilliamogle

Feb 19, 2009 15:30:44
nm
#13

carnivore

Feb 19, 2009 15:41:47
Hi, I woul like to have an optimisation of a cleric
I'm starting level 4 with stardard treasur
It must be core only
This is what I rolled: 14 17 16 16 13 14

Sorry if I'm not specific anough,

well, thank you very much for your help.

try this:

Wood Elf

Cleric 4

Patron:Ehlonna

Domains:
Plant
Animal

attributes(14 17 16 16 13 14)

16 Str(14 +2 Racial)
20 Dex(17 +2 Racial +1 lvl)
14 Con(16 -2 Racial)
11 Int(13-2 Racial)
16 Wis(16)
14 Cha(14)

Feats:
Point Blank Shot
Weapon Focus(Composite Longbow)


equipment: 5400 GP
700gp Masterwork Composite Longbow(+3 Str bonus)
5 gp 100 arrows
25gp Holy symbol, silver
315gp Masterwork Longsword
2100gp +1 Mithral Chain Shirt
200gp..2x War Ponies(trained)...one to be riden, one for carrying supplies...both are combat ready and can fight
150gp...6x Guard Dogs(trained).....trained for various things
100gp .10x Acid Flasks
200gp..10x Alchemists Fire
100gp...4x Holy Water
750gp Wand of Cure light Wounds

750gp left approx



Combat abilities:

BAB +3
Attack bonus +11 (+3 BAB + 5 Dex +1 WF +1 Point Blank Shot +1 enhancement(Masterwork Bow))(within 30', otherwise +10)

Damage:
1d8(average 4.5) + 3 Str = 7 damage per shot


without any buffing... this is adequate for this level.... also you can Turn a lot of things(Undead, Plants, Animals)

:D
#14

hikarihinata

Feb 20, 2009 8:50:53
Ok thank you very much, it looks like pretty nice but I have 2 question now:
1) what about spells what is usefull for me to use?
2) What about for the higher levels? Would it be possible to se a progression level per level?
#15

carnivore

Feb 20, 2009 11:18:33
will try to get something later


:D
#16

carnivore

Feb 20, 2009 15:46:37
try this:

Wood Elf

Cleric 16/ Thaumaturgist 4

Patron:Ehlonna

Domains:
Plant
Animal

attributes(14 17 16 16 13 14)

16 Str(14 +2 Racial)
30 Dex(17 +2 Racial +1 lvl +4 Inherent(Tome) +6 Gloves)
14 Con(16 -2 Racial)
11 Int(13-2 Racial)
30 Wis(16 +4 lvls +4 Inherent(Tome) +6 Amulet)
14 Cha(14)

Feats:
1st lvl: Point Blank Shot
3rd lvl: Weapon Focus(Composite Longbow)
6th lvl: Precise Shot
9th lvl: Rapid Shot
12th lvl: Quicken Spell
15th lvl: Spell Focus (conjuration)
17th lvl: Augment Summoning(Thaumaturgist bonus)
18th lvl: Improved Precise Shot


:D
#17

hikarihinata

Feb 21, 2009 9:53:50
And as for spells, I take wathever I want?
#18

carnivore

Feb 23, 2009 4:27:21
sure... remember, dont take any Cure spells.. since you can Spontaneously cast them(look under Spontaneous Casting in the Cleric class description)

when you get Higher levels, enter the Thaumaturgist PrC as soon as you can... then always prepare some Summon Monster spells(at least 1 of every Spell Level of Summon Monster 4+) ....

:D