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IanB
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11/11/2005 4:36 PM  
Craft Wand I think requires level 5, so that's out.

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Monsoon28
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11/13/2005 6:24 AM  
quote:
Originally posted by IanB

Craft Wand I think requires level 5, so that's out.



Your right, confused it with Wonderous Items.

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gregreid
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11/13/2005 9:05 AM  
Lots of great discussion here.
Given the party that you mentioned, I would toss my vote on the build that Merric proposed.

Hey Merric, I have a player that needs to see that build. Thanks for sharing!

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11/13/2005 1:45 PM  
I'll be honest, only choose craft feats if the DM allows for down time. Otherwise, it's just a waste of a feat. Check with your DM first.

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Omand
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11/13/2005 8:18 PM  
quote:
Originally posted by Wraith

Hi all,

I have never made up a cleric and was hoping you can help. I have the 3 core books, unearthed arcana, the complete series.

Any help would be greatly appreciated. I obviously want to be able to heal with great prowless. and be able to melee fairly well.

The dice rolls are, 18, 15, 14, 14, 15, 16

Ok so the scores should go like this?

Str: 14
Dex: 18
Con: 15
Int: 14
Wis: 15
Cha: 16

Thanks



Hello,

I have not read all of the responses, but if I had rolled (or point bought) those stats I would set them up as follows:

Str 16
Dex 14
Con 15
Int 14
Wis 18
Cha 15

Strength is relatively high for a medium combatant. Dex is not as important if you are wearing medium or heavy armour (as is likely). Con give you extra hit point. Intelligence is important for skills, but not your truw strength. An 18 in your prime spell casting stat means your only need to raise it twice to be able to cast up to epic level spells and a nice Charisma score powers your turning.

You could also switch Cha and Str for more clerical power if you wanted.

Cheers [:)]

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kyrin
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11/13/2005 10:27 PM  
quote:
Originally posted by dariustad

I'll be honest, only choose craft feats if the DM allows for down time. Otherwise, it's just a waste of a feat. Check with your DM first.



Great point, Darius. That definitely has to be negotiated with the DM. Also, since crafting is expensive, there has to be an understanding with the DM that funds will be available for crafting things.

If time and money will be available, the crafting skills are indispensible. Scribe Scroll and Brew Potion allow for more versatility in spellcasting. This is very important for a cleric, who already has spell versatility threatened by having to use spell slots for healing. Put the buffer spells (Bull's Strength, Aid, et al) and healing spells in potion form, and you're in more of a position to Lay the Holy Smack DOWN.

But as I said, time and money MUST be available.

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11/13/2005 11:35 PM  
STR 16
DEX 14
CON 16
INT 15
WIS 18
CHA 15

That's how I'd arrange 'em. High wis means better DCs and more bonus spells, high Con and Str gives melee power and survivability. If you're in FR and human, the choice of god is dizzying, so it all depends on what you want to do. For the ultimate in powergaming, go Mystra and take the hideously broken Spell domain, Domain Spontaneity (Spell) and replace the wizard. Then take Initate of Mystra and do it all from the safety of an antimagic field. Make sure you're seated near the door so you can run easier when the GM tries to kill you though.

If you're after more fun though, then take something else. If you want to be a melee beater, then domains like War, Strength and Destruction are the way to go. There's a lot you can do as a Cleric, and they do it all well. Then again, they are the most powerful class in the game.

For feats, Augment Healing is great, although I should point out that it DOESN'T work with the vigour spells. They don't restore hit points, they give you the Fast Healing quality. Divine Metamagic with Quicken or Reach spell is always good (Persistent is a 4 feat build). Divine Spell Power is almost as broken as Divine Metamagic, since it enables you to activate the rapidly scaling effects of Clerical buffs faster, and also turns the already God-like Words of Faith (7th level spells, sure) into insta-gibs.

In short, what do you want to do with this Cleric?

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Monsoon28
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Toronto

11/14/2005 3:30 AM  
quote:
Originally posted by Testament
For feats, Augment Healing is great, although I should point out that it DOESN'T work with the vigour spells. They don't restore hit points, they give you the Fast Healing quality.


As described in CD, Augment Healing: Add +2 per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. Vigor is of that sub-school of magic.

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11/14/2005 5:07 AM  
Yes, but X-Vigour doesn't actually restore HP, it gives you a quality that does. Its awfully reminiscent of M:tG logic, but its a whole lot easier that way. Otherwise, how much does Vigour restore? Does it only apply to the first round, or to every round?

If it applies every round, then Quill Blast has just been usurped as the most broken thing it that book. A first level caster with Lesser Vigor and Augment Healing restores 33 HP in little over a minute. How about Mass Lesser Vigour, or Vigour as a prebuff for the fighter? You see the problem?

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MerricB
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11/14/2005 5:28 AM  
They're not meant to, however. I hope that get fixed in the Spell Compendium. (In my campaigns, Augment Healing doesn't add to the Vigour spells).

Cheers!

Merric Blackman

Monsoon28
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11/14/2005 3:44 PM  
It's a one time bonus, which with Vigor would be added on the first round (A sudden burst of healing attached to a fast healing effect.)

No need to complicate the issue and it doesn't break the spell or the feat. If at some time WotC feel the need to errata CD (again) to have either of these two work differently fine, but they haven't felt the need to do so up until now and I see no problems with them either.

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mordantos
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11/14/2005 5:07 PM  
quote:
Originally posted by IanB
[brWith a high wisdom and a couple levels under his belt, he'll have healing spell slots coming out of his ears
The cleric can never have too many healing spell slots...

IanB
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11/14/2005 5:21 PM  
He can if they come at the cost of precious domain versatility. :)

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jgsugden
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11/14/2005 5:27 PM  
Bah! Pick the Deity/concept. Then pick the domains. If you pick some weak domains, mention it to the DM. Many DMs will reward that type of character driven sacrifice by allowing hat feature to play an important role in the game ...

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smilinIrish
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11/16/2005 12:36 PM  
Jim, did I misunderstand you? Priests no longer have to pray for healing spells ahead of time. Any spell slot except for domain slots can be spontaneously converted to a healing spell of the same level. Best thing they ever did for the priest class, IMHO. Second best thing they did was create more Holy Smackdown spells [)].

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kyrin
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11/16/2005 5:32 PM  
quote:
Originally posted by smilinIrish

Jim, did I misunderstand you? Priests no longer have to pray for healing spells ahead of time. Any spell slot except for domain slots can be spontaneously converted to a healing spell of the same level. Best thing they ever did for the priest class, IMHO. Second best thing they did was create more Holy Smackdown spells [)].



I was referring to the fact that often a cleric does not get a chance to explore his/her full spellcasting potential because precious spell slots are often sacrificed for healing spells. Potions can help that out by having a reserve of healing, leaving a cleric free to SMITE(!) without guilt. [:D]

JIM
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kyrin
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11/16/2005 5:35 PM  
quote:
Originally posted by jgsugden

Bah! Pick the Deity/concept. Then pick the domains. If you pick some weak domains, mention it to the DM. Many DMs will reward that type of character driven sacrifice by allowing hat feature to play an important role in the game ...



A-men, JG. The key point about being a cleric is Serving a Deity. Let that drive what you do and choose. Just like a fighter is driven by his weapons and a wizard by his spell selection. What kind of deity you want to serve answers the question of what kind of cleric you want to be.

JIM
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