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Author Topic: The 3.5 Cleric Handbook  (Read 468194 times)
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AfterCrescent
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« Reply #60 on: July 07, 2008, 04:42:18 PM »

In the 8th post of the handbook, it's currently the only sample build.... Earth Hammer can't be persisted normally, so I think that's why it isn't listed in the build.  Of course it is a valid and useful tactic, but that quote only refers to the items/persisted spells, iirc.

*mental note* get on making more builds...

@ dman: Sorry, I had a brain fart. I totally glanced over the line in the Battlefist description and that little chart.  What exactly makes you think they don't stack?  The Battlefist states it deals damage as if you were one size larger while INA states the damage from your attack increases one step. Slightly different wording can make all the difference Big Grin
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« Reply #61 on: July 07, 2008, 04:48:57 PM »

A single metamagic rod of Ocular spell can solve that.
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AfterCrescent
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« Reply #62 on: July 07, 2008, 04:53:19 PM »

A single metamagic rod of Ocular spell can solve that.
I agree. And I cover this in the section on "tricks" as some DMs rule against it. Big Grin
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dman11235
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« Reply #63 on: July 07, 2008, 04:55:31 PM »

Maybe.  But I'm just hesitant to state that they do since the wording is so similar.  And both are "as if you increased in size" or "as though you were one size larger".  That to me seems an awful like monkey grip/powerful build.

Also, where is Earth Hammer again?
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AfterCrescent
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« Reply #64 on: July 07, 2008, 05:04:33 PM »

Earth Hammer is in Races of Stone.
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dman11235
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« Reply #65 on: July 07, 2008, 05:11:40 PM »

Since they don't say what you are counted as larger than, that would indicate it as stackable.  But since size is included in the wording it's possible that they should refer to original size.  One last thing, I don't think you're capable of dealing more damage if you already deal colossal damage, am I wrong on this account as well?

This goes for Earth Hammer as well.
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« Reply #66 on: August 01, 2008, 09:30:42 AM »

How do you actually acquire Giant Size via Miracle? AFAIK, there's no spell that does that, and giant size isn't listed as one of the things miracle can do, it just says that some similar effect can be produced, but that's a bit of a stretch...
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« Reply #67 on: August 01, 2008, 10:48:39 AM »

I thought i understood the question, then I read this:

Quote
...there's no spell that does that...

The spell is called Giant Size, and it's a Wu Jen spell.  I think it's level 7, but it might be 8.  If 7, then you can use Miracle with no xp loss.  If 8 it costs 5,000 xp (because it's definitely in line with those powers set up in the xp section), and isn't worth it anymore (without tricks like Shadow Miracle or something).
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« Reply #68 on: August 01, 2008, 12:02:45 PM »

Something to consider:

Necropolitan is listed as a bad choice because, among other things, it's the same as having D8 HD and +2 Con.  Consider the fact that you can be turned into a Necropolitan near a desecrated alter, giving you d12+2 for your HD.  Or if you can get a Dread Necromancer Necromancer with the UA Substitution with Corpsecrafter to do it near a Desecrated Alter, it becomes d12+6, and you get a free +4 enhancement bonus to str and dex.  Suddenly it's a lot better... but that's harder of course, as you need the right caster to do it.  Still, it's something to consider.

Also, it lets you dumpstat con, something that's otherwise kinda hard to do.

Speaking of undead, did you mention the Blood Rite of Vol?  I didn't see it, but it's great for necromantic types if you can stand the hp loss.

And you might want to consider the use of two feats from Drow of the Underdark... Poison Spell and (IIRC) Poison Mastery.  The first lets you apply the effect of any one poison to everyone damaged by one spell you cast, at the cost of a dose of that poison used as a material component.  The second lets you apply poison as a swift action and makes it so you can never poison yourself.  Pick a poison (I prefer getting the aid of a Genie via Planar Ally and letting him use his Major Creation ability, which is permanent for vegetable matter, to create Black Lotus Poison), and then persist any spell that lasts all day and deals damage... there are a few nice emanations for that as well as a few "create a weapon" type spells that will work.  Suddenly you're slaughtering everything with that poison all day long.

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« Reply #69 on: August 01, 2008, 01:03:35 PM »

I agree that Necropolitan is better than is indicated in the OP. You get a whole pile of non-dispellable immunities with no permanent LA, even if LA buyoff is not allowed. While it can be argued that the Corpsecrafter feats can't be applied to a Necropolitan, Desecrate certainly can be. Make some Black Sand using the spell of the same name, and you have free infinite out-of-combat healing for yourself.
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« Reply #70 on: August 01, 2008, 04:41:46 PM »

looks like you could use some sample builds...... be right back with a few  Flirt

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carnivore
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« Reply #71 on: August 01, 2008, 04:46:37 PM »

Divine Chameleon


human
base Wis = 16
base Cha = 16


Swashbuckler 3/ Cloistered Cleric 1(Pelor......Sun/Healing/Knowledge)/ Marshal 1/ Chameleon 10/ Radient servant of Pelor 5(glory domain)

feats of importance:
extra turning

items
with a few items, as was mentioned.... some of these need to be updated:
36000gp +6 cloak of Charisma
36000gp +6 periapt of Wisdom
20000 GP Bead of Karma (DMG) - wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
5040 GP Greater Holy Symbol (Defenders of the Faith) – Gain the Empower Turning* feat.
11000 GP Phylactery of Undead Turning (DMG) – Turn as a cleric 4 levels higher
20576 GP Rod of Authority (Defenders of the Faith) – turn as a cleric 4 levels higher
12500 GP Scepter of Obedience (Miniature's Handbook) - +5 competence bonus to Charisma ability and skill checks.
137000 GP Tome of Leadership and Influence +5 (DMG) - +5 inherent bonus to charisma
60000gp Ankh of Asension cast spells at +4 levels higher
9000gp +1 Sacred Shield
9000gp +1 Sacred Armor
9000gp +1 Sacred bracers
……………………
293116gp spent 466884gp left to spend

final Wis = 22(16+6 periapt)
final Cha = 38(16+5 lvls+5 inherent+6 cloak+6 Ability Boon)

Turn Undead as 24th lvl Cleric if only counting cleric and RsoP lvls, if only counting Chameleon lvls Turn as 28th lvl cleric,or as a 34th lvl cleric if they stack
# of turns = 21 regular turns, 17 greater turns
Max HD Turned = 24 or 28or 34
Max HD Destroyed = 24 or 28 or 34
Max turning damage = 2d6+1d6(glory)+14Cha+24(cleric lvl)=average rolls x1.5(empowered turning)=70/76/85 HD
Remember ,….there is no save or SR vs Turning undead

This is not even specifically optimized to Turn Undead, simply a cleric based Chameleon that can imitate a Uber-undead slayer, not only that but it can cast its Buff spells as a 28th lvl caster and All divine spls are cast at 24th lvl caster.

in addition to all that,..............his diplomacy would be maxed out and UMD!

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carnivore
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« Reply #72 on: August 01, 2008, 04:50:46 PM »

Equipment ideas
Quote
 
You hardly need to burn that much money on alchemical items,

sometimes Alchemical items can be obtained more easily than Magic Items, they are cheap and easy to use(Splash weapons) and effective vs most enemies.......you could easily adjust the quantities, substituting Potions and Scrolls of useful things like:

Dispel Magic
Lesser Restoration
Remove Blindness/Deafness
Remove Curse
Remove Paralysis

Keoghtoms Ointment........ is also nice to have around...its versatile


Quote
and if you're going to buy guard dogs you might as well hire mercenaries instead.


Dogs are easier to have trained and are more LOYAL and Dependable than many mercenaries...also they work for less, and dont complain about thier living conditions as much



Quote
You also don't need a ring of sustenance or boots of the winterlands, they're rarely needed and you can cast endure elements or create water/create food and water already.


true...but usually it is better to spend your spells on something more useful.......in addition...the ring allows you to get by with less sleep, freeing up your time to do other things(make some skill checks to understand a riddle, read a map, examine an artifact, etc...)




Sample Equipment lists... level by level

Cleric 1
Equipment= Ave 75 GP
15gp....Heavy Mace
35gp...light crossbow
2gp.....20 bolts
10gp ...leather armor
misc equipment and supplies

Cleric 2
Equipment= Ave 900 GP
as first level...but add the following:
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

Cleric 3
Equipment=Ave 2700 GP
As 2nd level....add more mundane Alchemical items..and Upgrade Armor and Shield

Cleric  4
Equipment=Ave 5400 GP
same as 3rd lvl but add
2000gp.......Handy Haversack....very useful for his entire career

Cleric 5
Equipment=Ave 9000 GP
same as 4th lvl..but add:
4000gp .......+2 Wisdom item

Cleric 6
Equipment=Ave 13000 GP
same as 5th lvl..but add:
2500gp .........ring of sustenance
2500gp .........Boots of the Winterlands

Cleric 7
Equipment= Ave 19000 GP
same as 6th, but add:
4000gp ......+2 Cloak of Charisma

Cleric 8
Ave 27000 GP,Equipment=
same as 7th lvl

Cleric 9
Ave 36000 GP,Equipment=
same as 8th lvl ...but add

Cleric 10
Equipment=Ave 49000 GP
total equipment now:
16000gp...+4 item of Wisdom
4000gp....+2 Cloak of Charisma

2500gp....Ring of Sustenance
2500gp....Boots of the Winterlands
2000gp...Handy Haversack....very useful for his entire career
900gp ...Hand of the Mage..gives Mage Hand At Will
10gp...5x daggers
35gp..light crossbow
2gp...20 bolts
3000gp Skin of Ectoplasmic Armor(Complete Psionics)
...+8 Armor,+2 Max dex,-6 Armor chk,25% ASF, no speed penalty
2007gp +1 Heartning Darkwood Medium Shield
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
800gp Acid flasks(80)
800gp Alchemists fire(40)
150gp Antitoxin(3)
110gp Everburning torch
200gp Holywater(8)
100gp Smoke sticks(5)
600gp Thunderstones(20)
250gp Tanglefoot Bags(5)

Remainder for misc. items and supplies


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carnivore
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« Reply #73 on: August 01, 2008, 04:57:51 PM »

Thoughts on Turning Undead

With any turning Build, the Equipment determines the effectiveness of the overall build. Unless you are using a VOP build.Confused

for just Turning ability.... look at the Ability itself and Plan on Maximizing the various aspects of it.

1)it is a Cha based Class Ability..... # of Turns/day, Turning Check, Turning Damage.... are all affected by Cha....anything that helps Cha Checks..will help Turning

2)it is based on Effective Cleric Levels..... the more cleric(Effective Cleric) levels you have the higher HD Undead you can Turn, and Destroy.

just focusing on the most effective things that contribute to these ...... will determine the build.


lets start with:

Skills: ...... If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.... so, Obviously, you want to get at least 5 ranks in that, and it stacks, since it is Un-named


Attributes:
Clerics have Wisdom as a Primary Casting Attribute, but turning is Cha based.... since the Min Wis needed is 19(to cast 9th lvl spells)... you can afford to Boost Cha as high as you can...... for a 32 point buy, try this:

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


this gives great Wis and Cha, but you need to stay out of Melee combat... try to be a Ranged Support Character

Domain
domain choice also affect this abilty:
[indent]Glory (CDiv p139)Turn Undead with a +2 bonus on the Turning Check & +1d6 on the Turning Damage Check.

Sun (PH p188)‘Greater Turning’ – Make a normal turning action, but all effected Undead are Destroyed. This consumes one of the day’s “turns”. Usable once per day.
[/indent]


Spells:
there are several spells in the Spell Compendium, that directly affect Turning Undead:
[indent]
Light of Faith(Cleric 2)swift action, 1rnd/CL, holy symbol touched:
Sacred Bonus to Turning Check= 1/2 CL

Light of Wisdom(Cleric 3)swift action, 1rnd/CL, holy symbol touched:
+1 Effective Cleric Turning Level/3CL for Highest HD affected and Destroyed

Light of Purity(Cleric 4)swift action, 1rnd/CL, holy symbol touched:
+1d6 Turning Damage/ 4CL(max 5d6)

Light of Courage(Cleric 6)swift action, 1rnd/CL, holy symbol touched:
+1d8 Damage/2CL bonus damage to ALL Undead that you try to Turn, even if you dont Succeed

Consecrate(Cleric 2)Duration: 2 hours/level,No Save/No SR:
 Each Charisma check made to turn undead within this area gains a +3 sacred bonus.

Hallow(Cleric 5)
:all Charisma checks made to turn undead gain a +4 sacred bonus,
[/indent]


Feats:

this has the most impact on turning, other than actual Cleric levels, or Effective Cleric levels.
[indent]
Disciple of the Sun[Divine] (CDiv p80)Ability to Turn Undead
If you spend two of your daily uses of ‘Turn Undead’ instead of one, the undead you turn are Destroyed.

Exalted Turning[Exalted] (BoED p42)Ability to Turn Undead
Any Undead you successfully Turn also takes 3d6 damage.

Empower Turning[General] (CDiv p81)Ability to Turn or Rebuke Undead
Multiple your Turning Damage (after adding in your Cleric level & your Charisma modifier) by 1.5 to determine the number of Undead HD you effect.

Extra Turning[General](PH p94)Ability to Turn or Rebuke creatures
Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat. You may take this feat multiple times.

Heighten Turning[General](LM p27)Ability to Turn or Rebuke Undead,
Charisma 13, Extra Turning
When you Turn or Rebuke Undead, you may choose a number no higher than your effective Cleric level.Add that number to your Turning Check, then subtract it from your Turning Damage roll.

Improved Turning[General] (PH p96)Ability to Turn or Rebuke creatures You may Turn or Rebuke creatures as if you were one level higher in the class that grants the ability.

Quicken Turning[Divine](CDiv p84)(LM p20)Ability to Turn or Rebuke Undead
You may make a Turn or Rebuke Undead attempt as Free Action. You may only make an attempt once per round.

Extra Turning[General](PH p94)Ability to Turn or Rebuke creatures
Each time you take this feat, you gain an additional 4 uses per day of your Turning / Rebuking ability. If you have more than one such ability, you must choose which ability it adds to when you take the feat.You may take this feat multiple times.

Divine Energy Focus (Ghostwalk) - treat as if +2 levels in your T/R class for purposes of destroying or commanding undead. And grants a +2 to Turning checks and Turning Damage rolls.

Faith in the Frost(Frostburn) ... add Cha bonus as Cold damage to any undead you turn

Choosen of the Deathless(races of Eberron)......+2 turn damage and check
[/indent]



now if you are a Num-Human(no bonus feat) ... then you get 7 Feats in normal Play for a 20th lvl character... so we will use that as a starting point.

say we decide that we want to focus Solely on Turning Undead to the exclusion of everything else.... so we want a +Cha race....lets use Hellborn(Spirit Aspect)(+2 Cha,-2 Con)


and to make things easier... we will use Cleric 20 for the Build

ok...like this:

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

Cleric 20.... Patron(Ehlonna,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




Quick Review:
Undead Turning Builds:
Essential Feats:
Empower Turning.... turning damage x 1.5
Improved Turning........... +1 effective Cleric Level for all Turning aspects
Extra Turning...............+4 additional Turn Attempts

Good Feats:
Sun Devotion........ boost to weapon
Choosen of the Deathless......+2 turn damage and check
Quicken Turning.................. turn as Swift action
Divine Energy Focus.............+2 turn damage and check, and +2 lvls higher for destroy chance

after this ..... Equipment determines the Final Turning Strength of the Build
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carnivore
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« Reply #74 on: August 01, 2008, 05:00:23 PM »

Quick build.... Elf versatility

Elf
Patron:Ehlonna

Cloistered Cleric 10/ Seeker of the Misty Isle 9/ Contemplative 1


Domains:
Knowledge(bonus)
Celerity..........  Haste, Improved Blink, Time Stop
Animal............... Shapechange
Travel .............. Dimension Door,Teleport,Fly,Greater Teleport
Magic ............... more nice things
Sun ................  extra more nice things

lots of skills.... nice class abilities.... fun to play... very Elf theme oriented

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« Reply #75 on: August 01, 2008, 05:02:11 PM »

Quick build.... Elf versatility #2

Wood Elf

Ranger 2/ Cloistered Cleric(spontaneous Domain Casting Variant(Healing)) 4/ Seeker of the Misty Isle 4/ Knight of the Raven 4/ Radient Servant of Ehlonna 5/ Contemplative 1

BAB +13
CL 17th

Domains:
Knowledge
Healing
Celerity
Travel
Sun
Animal
Plant

same as above.... but even better

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« Reply #76 on: August 01, 2008, 05:06:06 PM »

Cleric Handbook FAQ

Taken from Official D&D Game Rule FAQ


Q:If a cleric’s turning check results in a “Most Powerful Undead Affected” Hit dice of 0 or less, does that mean the cleric’s turn attempt failed, or is 1 HD always the minimum?
A:There is no minimum HD result of a turning check. If a 1st level cleric rolls a total turning check of 9 or less, he can’t turn any undead (since the most powerful undead affected would be 0 HD). In general, unless the rules specifically state that a minimum value exists, it doesn’t.


Q:How do I know when my cleric can prepare spells? Does he need to rest first?
A:Divine spellcasters who prepare spells (such as clerics and druids) choose and prepare their spells at a particular time of day. Unless the character’s deity or faith specifies a particular time, the character may choose his spell preparation time when he first gains the ability to cast divine spells. Dawn, dusk, noon, and midnight are common choices. If something prevents the character from praying for his spells at the proper time, he must
do so as soon as possible or else wait until the next day to prepare his spells. Unlike wizards, divine spellcasters need not rest before preparing spells.

Q:My DM says that my cleric has to drop his morningstar
to cast spells. Is he right?
A:Yes and no. To cast a spell with a somatic (S) component,you must gesture freely with at least one hand. (Player’s Handbook, page 140) A cleric (or any caster, for that matter) who holds a weapon in one hand and wears a heavy shield on the other arm doesn’t have a hand free to cast a spell with a
somatic component (which includes most spells in the game).To cast such a spell, the character must either drop or sheathe his weapon. Another simple option is for the cleric to carry a buckler or light shield instead of a heavy shield. The buckler leaves one hand free for spellcasting, and you don’t even lose the buckler’s shield bonus to AC when casting with that hand. The
light shield doesn’t give you a free hand for spellcasting, but since you can hold an item in the same hand that holds the light shield, you could switch your weapon to that hand to free up a hand for spellcasting. (You can’t use the weapon while it’s held in the same hand as your shield, of course.) The rules don’t state what type of action is required to switch hands on a
weapon, but it seems reasonable to assume that it’s the equivalent of drawing a weapon (a move action that doesn’t provoke attacks of opportunity).


Q:Can a cleric Turn undead while under the effects of greater invisibility? Page 159 of the Player’s Handbook says only that the cleric must present his holy weapon to attempt to turn undead. Does “present” imply that the holy symbol must be visible or just held forth?
A:Concealment is irrelevant when determining whether a creature is affected by a turning check: “You don’t need line of sight to a target” (Player’s Handbook, page 159). Just as an invisible lich could be affected by a visible cleric, a visible vampire could be turned by an invisible cleric. It bears mentioning that turning or rebuking undead counts as an attack for the purpose of ending an invisibility spell. Of course, using a turn/rebuke attempt for some other purpose— such as powering a divine feat (see some examples in Complete Divine)—may or may not count as an attack, depending on the
effect of the feat.

Q:I assume that my lawful good cleric of a lawful neutral deity must opt to turn undead and not rebuke. If he later becomes lawful neutral, can he opt to start rebuking instead of turning? What if he then becomes lawful evil? What if he is a lawful good cleric of Wee Jas who becomes lawful neutral?
A:You can’t voluntarily change whether your character turns or rebukes undead. If your new alignment would require a change—such as a turning cleric who becomes evil, or a LG cleric of Wee Jas who becomes LN—the change is applied automatically.

Q:When a cleric has a temporary bonus to his Charisma score, does it affect his turning check or turning damage? Does it change the number of times he can turn or rebuke per day?
A:Unless otherwise stated, a temporary bonus to an ability score has the same effect as a permanent one. For example, a cleric with a temporary +4 enhancement bonus to Charisma (such as from eagle’s splendor) adds 2 to his turning check and D&D FAQ v.3.5 12 Update Version: 06/15/07 to his turning damage while the spell was in effect, since his Charisma modifier is 2 points higher than it was before. Things get a little stickier when talking about powers with daily limits, such as turn/rebuke undead or lay on hands. (Hold on, because this gets worse before it gets better.) In this case, a
change to the key ability score indeed affects the daily limit—in the example above, the cleric would gain 2 additional turn/rebuke attempts per day—but these aren’t just “free” uses. Here’s why:
Assume the cleric above has a normal Charisma score of 12, granting him 4 turn attempts per day (3 + 1 for Cha bonus). Casting eagle’s splendor increases his Charisma to 16, which would grant 6 attempts per day. At the end of the spell, however, his daily limit would drop back down to 4 attempts.
At that point, the player must compare the number of daily uses expended to the daily limit to see if any still remain.Here’s how that might work in play.
Our cleric turns undead twice, then casts eagle’s splendor right before a big fight with a horde of zombies. During the duration of the spell,
he makes four more turning checks. When the spell ends, he compares his new daily limit (4) to the number of attempts used (6)—whoops, no turns left. Hope all the undead have been destroyed, because even if the cleric cast eagle’s splendor again, he wouldn’t have any more turning attempts available, since he’s already used all 6 of his allotted attempts. If he could
increase his Charisma to 18, he’d “gain” one more turning attempt (since he has now used 6 out of his allotted 7 daily attempts), usable only during the duration of the Charismaboosting effect.
The same is true of the paladin’s lay on hands ability. If the paladin gains a temporary Charisma boost, her total capacity of healing via lay on hands improves accordingly, but she must keep track of the healing “used up” to see if any remains after the boost ends. Temporary ability reductions (such as penalties or damage) work similarly. When applying a reduction, do the math as if a bonus had just elapsed to see if any daily uses are left, and
reverse that when the reduction goes away to see what (if anything) the character regains. If our cleric above is hit by touch of idiocy and suffers a –4 penalty to Charisma, his daily limit of turning attempts is reduced from 4 to 2; if he’s already used 2 or more, he has none available as long as the spell’s
effect lasts. This seems more complicated than it actually is. As long as
you remember that the important number to track is not uses remaining, but uses expended, everything else should fall into place.

Q:Can a cleric/wizard lose a prepared wizard spell to spontaneously cast a cure spell?
A:No. The cleric or druid’s spontaneous casting option applies only to spells from the same class.

Q:Does the +1 caster level bonus from such domains as Good, Knowledge, and Law apply to all spells (of the appropriate school, subschool, or descriptor), to divine spells, or only to cleric spells?
A:Unless the domain’s granted power specifically states that it applies only to a limited range of spells, the bonus applies to all spells the cleric casts, regardless of their source.

Q:If a cleric commands a shadow, and that shadow then spawns other shadows, is the cleric also in control of the newly spawned shadows?
A:Strictly speaking, the cleric does not have “mental control” over any shadows spawned by the one he commands (and so on down the chain), since he didn’t use rebuke undead to command them. He can indirectly control these undead by issuing instructions to the one he does command, but if that creature isn’t present, the cleric would have no influence over
the newly spawned shadows. This trick shouldn’t allow a cleric to bypass the normal limits for commanded undead. The Sage sees two reasonable house rules for handling this situation:

1. Count these indirectly influenced undead toward the cleric’s limit of HD commanded (PH 159); relinquishing command of such a creature renders it no longer under control of its creator.
2. Rule that newly created spawn aren’t under the control of the commanded undead; they’re immediately free-willed.

Q:Is the Sacred Fist (a prestige class found in Complete Divine) supposed to wear armor? None of the class abilities are inhibited by wearing light armor, and as long as he’s wearing armor he might as well carry a shield, too, since he’d be losing his AC bonus only.
A:You’ve correctly determined that the sacred fist is allowed (even encouraged) to wear light armor. Whether or not a specific sacred fist wears light armor probably depends on what class features he might have from other classes. For instance, a sacred fist with monk levels (a strong likelihood) gives up his AC bonuses (including his Wis bonus to AC), his flurry of blows, and his fast movement. Still, for a sacred fist with only one or two monk levels, that might be worthwhile—his light armor’s AC bonus might make up for the lost AC bonuses from the monk class, and he hasn’t yet gained a speed bonus. As to whether the sacred fist might as well carry a shield, that’s
up to the character. Some sacred fists might prefer having their off hand free (such as for climbing). Also, a sacred fist’s AC bonus applies even against touch attacks, which is more than can be said for a shield’s bonus to AC.

Q:The text for synergy under the Diplomacy skill on page 72 of the Player’s Handbook states: “If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.” I’m assuming that means if a character has 5 ranks in Bluff,
Knowledge (nobility and royalty), and Sense Motive that the character would receive only a +2 synergy bonus on Diplomacy checks. Or would the character receive a +6 synergy bonus (+2 for each)?
A:The bonuses listed in the synergy section of a skill description are unnamed and so they stack. (There’s no such thing as a synergy bonus in the current edition of the D&D game.) The character in your example would receive a +6 bonus on Diplomacy checks.

Q:What effect does the Augment Healing feat (Complete Divine, page 79) have on lesser vigor (Complete Divine, page 186) and similar spells?
A:Augment Healing adds twice the spell’s level to the total healing it provides. The simplest method is to have the spell apply the extra healing to the first round of fast healing. Thus, lesser vigor (a 1st-level spell) would cure an extra 2 hp of damage in the first round, for a total of 3 hit points. Each round thereafter it would heal the normal 1 hp of damage. Mass lesser
vigor (a 3rd-level spell) would cure an extra 6 hp of damage to each target in the first round (for a total of 7 hit points), and would heal 1 hp of damage each round thereafter as normal.

Q:Does the ability to spontaneously cast domain spells granted by the Domain Spontaneity feat (Complete Divine) fulfill the spell requirement of the reserve feats from Complete Mage?
A:Not technically. Since you don’t have a list of spells known, only a list of spells prepared and the ability to cast some spells spontaneously, having the ability to spontaneously cast domain spells that fulfill the requirements for reserve feats does not fulfill the reserve feat requirements.
That said, there’s probably no harm in allowing it, and an unflinching DM confident in his ability to challenge you at every turn may have no problem hand-waving the technicality away.

Q:Does the bonus to caster level from the Practiced Spellcaster feat (from Complete Arcane and Complete Divine) apply before or after other caster level bonuses (such as those from the Good or Healing domains)?
A:The bonus from Practiced Spellcaster applies whenever it would be most beneficial to the caster. A 4th-level cleric/4th level fighter with the Healing domain and Practiced Spellcaster would cast Conjuration (Healing) spells as a 9th-level caster (base caster level 4th, +4 from Practiced Spellcaster, +1 from the Healing domain). A 4th-level cleric/4th-level rogue with Practiced Spellcaster who activates a bead of karma (from a
strand of prayer beads) would cast her spells as a 12th-level caster (base 4, +4 from Practiced Spellcaster, +4 from bead of karma).




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carnivore
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« Reply #77 on: August 01, 2008, 05:10:46 PM »

More Healing Boosting Stuff:


Items:
Armor & Shield properties

Healing(MIC) +8000gp ... 1/day heal 2d8+5 ... will Automatically function if you go below -1hp

Healing Greater(MIC) +24000gp ... as above, but 2/day heals 3d8+15

Heartning(Shield only)(MIC) +2000gp ..... 2/day gives 5 Temp hp, 5 min duration

Styptic(MIC) +1 bonus ..... Autostabilize, 25% chance to be UNaffected by Blood Draining Con Attacks(Vampire or Stirge or Wounding weapons)

Specific Armors and Shields

Milleneal Chainmail(Relic)(MIC) 8150gp +1 Mithral Chain, Light Armor,+8 max Dex, Armor chk -2, ASF 15% ....... Incredible armor ..... Gives Fast Healing 3 , in light brighter than Shadowy

Shield of Mercy(MIC) 2170gp ....+1 Hvy Steel Shield .... use Smite to Heal Damage = Smite Damage

Weapon Abilities

Vampiric(MIC) +2 bonus ..... 1d6 extra damage and you heal whatever you roll with that 1d6 extra damage..... not a lot, but works with EVERY HIT, and that adds up quickly, if you have a lot of hits .... even with only 2 hits, it gives 2d6 back to you(in effect a Variable Fast Healing based on how many times you hit and how good you roll with the extra d6's)

Augment Crystals:Crystal of Life Drinking(MIC)
Least 400gp .... heal +1 hp with every hit(10 hp max gained)
Lesser 1500gp .... heal +3 hp with every hit(30 hp max gained)
Greater 6000gp .... heal +5 hp with every hit(50 hp max gained)
the best way to use these .... buy several, as soon as you use up one, un-clip it from your weapon(after the battle if possible) and clip on a fresh on, each day they renew thier ability.... if you had enough and enough actions you can get a lot of healing with these.


Wondrous Items and Tools:

Amulet of Emergency Healing(MIC) 6000gp ...3/day heal self or others at 30' range, 1d4+5hp

Amulet of Retributive Healing(MIC) 2000gp ... 3/day, when you heal someone else first, you gain same effect on yourself

Amulet of Tears(MIC) 2300gp ...3 charges, 10 min duration, recharges every day:
1chg ... give 12 Temp hp
2chgs ... gives 18 temp hp
3chgs ... gives 24 temp hp

Amulet of Toxin Delay(MIC) 400gp .. 1/day delay poison duration 2 rounds can be activated before you roll save

Angel Helm(MIC) 10000gp .... Melee attacks= Good vs DR, and:
1/day Cure Critical
1/day Dispel Evil(DC17)
1/day Resist Energy(Acid & Cold only)
user must be Good

Armband of Maximized Healing(MIC) 7200gp ....3/day Maximize Healing Spell(6th lvl and under) ........ a lot cheaper than rod

Circlet of Solace(MIC) 3000gp ..3/day when casting healing spells, 1 creature gains +5 Morale Saves vs Disease, Fear, Poison ...duration 1 min ......great to use on Rogue before he tries to open a treasure chest or disarm a tough trap

Eternal Wand(MIC) 2/day cast a single spell:
820gp ... 1st lvl spl, 1st lvl caster
4420gp ... 2nd lvl spl, 3rd lvl caster
10900gp ... 3rd lvl spl, 5th lvl caster
pick a nice useful healing spell, or remove Blindness,deafness, remove Curse or Santurary or something else that is not needed a lot, but is handy to have

Goodberry Braclet(MIC) 2000gp ...5/day can give a goodbery to a single person(must be different person each time)

Hair Shirt of Suffering(MIC) 3400gp ...+1 enhancement to NA, heal someone else 3d8+9hp 1/day

Orb of Mental Renewal 3100gp ...3 charges, recharges every day:
1chg ... heal 4 pts Int,Wis or Cha damage, or 2 pt to ALL
2chgs ... heal 6 pts Int,Wis or Cha damage, or 3 pt to ALL
3chgs ... heal 8 pts Int,Wis or Cha damage, or 4 pt to ALL

Rod of Bodily Restoration 3100gp ...3 charges, recharges every day:
1chg ... heal 4 pts Str,Dex, or Con damage, or 2 pt to ALL
2chgs ... heal 6 pts Str,Dex, or Con damage, or 3 pt to ALL
3chgs ... heal 8 pts Str,Dex, or Con damage, or 4 pt to ALL

Unicorn Pendant(MIC) 6000gp ... gives:
1/day Cure Moderate 2d8+10
1/day Neutralize Poison
if Paladin...add 4 to Cha for Lay on of Hands

Vampiric Torc(MIC) 5000gp ... 2/day swift action, next successful attack, you heal 1/2 damage

Healing Salve(MIC) 2250gp


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carnivore
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Posts: 1671


« Reply #78 on: August 01, 2008, 05:12:50 PM »

Cleric Monks

Monk 1/ Ardent 2/ 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


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carnivore
Grape ape
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Posts: 1671


« Reply #79 on: August 01, 2008, 05:16:09 PM »

heres some more Healing helping stuff


Spells:

Cleric 1

Healthful Rest .... 1 creature/CL, 24 HOUR DURATION ..... Doubles Natural Healing

Vigor Lesser.... fast healing 1, 15 rnds max

Cleric 2

Close Wounds .... Immediate Action, Short Range .. cure 1d4+CL(+5 max)

Stabilize ...1 swift action, 50' rad burst ...heals 1 hp on all in area but deals 1 point damage to Undead

Cleric 3

Mass Aid ..... short range, all creatures must be within 30' of each other .... gives Aid to all(max 1d8+CL(+15 max) Temp Hp)

Light of Venya (Book of Exalted Deeds, Spell Compendium) 3d6 vs undead, ranged healing (1d6+1/cl) 2 rays

Vigor .... fast healing 2, 25 rnds max

Mass Vigor Lesser.... fast healing 1, 25 rnds max, 1 creature/ 2CL, 30' rad

Sheltered Vitality ...touch,1 min/CL... gives Immunity to:
Fatigue,Exhaustion,Ability Damage or Drain

Cleric 4

Delay Death .... immediate Action, Short range, 1rnd/Cl, hp can go below -9 without problem(but need to get hp above -9 before end of spell, or die)

Panacea .... touch, Ends any of the following conditions:
Blinded,confused,dazed,dazzeled,deafened ,diseased,exhausted,fatigued,frightened, nauseated,panicked,paralyzed,shaken,sick ened,stunned
also negates: Sleep effects,Feeblemind and Neutralizes Poison, and Cures 1d8+1/CL(+20max)

Seed of Life ...touch, 10 rnd+1/CL(max 30) ....Fast healing 2

Cleric 5

Revify ... touch,must cast within 1 rnd of death= Raise Dead with No lvl lose,Con loss, and No Loss of Spells

Stalwart Pact ....Permanent until triggered, if subject reduced to 1/2 normal hp total, gain:
5 temp hp/ 2CL(max 35)
DR 5/magic
+2 Luck to all saves

Vigor greater.... fast healing 4, 35 rnds max

Darts of Life ...short range,1min/CL, makes 10 darts, each heal 1d8 or damages undead ..... variable delivery(free action,standard action,full round action)

Healing Circle .... 1 min /CL, makes 5 charges.... any Ally 30' can use a charge ... reducing effects:
1st chg:= Cure Crit
2nd chg:=Cure Serious
3rd chg:=Cure Moderate
4th chg:=Cure light
5th chg:=cures 5 hp damage

Status Greater .... 1 hour/CL, 1 living creature/CL,.... know physical condition as per Status, and cast any 0,1,2 lvl touch spell thru the link

Convert Wand ....wand touched, 1min/CL ...based on spl lvl of wand:
1st lvl spell = Wand of Cure Light wounds
2nd lvl spell = Wand of Cure moderate wounds
3rd lvl spell = Wand of Cure serious wounds
4th lvl spell = Wand of Cure critical wounds
Cleric 6

Vigorous Circle.... fast healing 3, 40 rnds max, 1 creature/ 2CL, 30' rad

Cleric 7

Fortunate Fate .... touch, 10 min/CL or until discharged, anything that reduces Hp to -10 of less, immediate Heal is cast on recipient

Rejuvenating Light ...touch, 1min/CL ....touch object, starts shining...60' light rad, Gain Fast healing 1 in light, Undead take 1d6/round damage in light,undead affected by light take 2d6/round in light

Leech Undeath ....short range, target= 1 undead creature ....does 5hp/CL damage to undead, you gain this as temp Hit points, last 1 hour




Items:

Banner of Valor(A&EG) 61000gp ....remove fear at Will,3/day Healing Circle @9th lvl caster

Domain Staff of Healing(Complete Champion) 35000gp ....1/day per spell cast any spell from Healing Domain by spending a spell slot or prepared spell

Healing Salve 2250gp ... 10 applications, cures variable:
1 application = cure 1d8+1
2 applications = cure 2d8+3
3 applications = cure 3d8+5


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