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Author Topic: The 3.5 Cleric Handbook  (Read 466824 times)
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carnivore
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« Reply #80 on: August 01, 2008, 05:19:41 PM »

Sample 6th lvl Build:

ELF

Cleric 6
Domains..
Celerity
Sun

this character can use Longswords, Rapiers, Longbows, Shortbows ..... very useful to any party

Feats:

Extra turning
Extend Spell
Persistant Spell


Complete Prgoression

then go to Radient servant of Ehlonna...and Finish the Prc , then go to Contemplative for a single Level.....then to Sacred Exorcist for 3 levels:

Cleric 6/ RSoE 10/ Contemplative 1/ Sacred Exorcist 3
Domains..
Celerity
Sun
Glory:bonus from RSoE
Animal:bonus from Contemplative

Feats:

Extra turning
Extend Spell
Persistant Spell
Divine Metamagic (persistant)
Extra turning
Domain Spontaneity (Celerity)
Divine Spell Power





Attributes ....try these:

10 Str(base 8+2)
14 Dex(base 8+4 +2 Racial)
12 Con(base 8+6 -2 racial)
12 Int(base 8+4)
17 Wis(base 8+8+1 lvl)
14 Cha(base 8+6)


Equipment ......at 6th lvl with 13000gp...try this......pick some:
25gp Holy symbol, silver
1800gp Efficient quiver
3000gp Rod of extend,lesser
750gp Wand Cure light wounds
2000gp Handy Haversack
375gp Masterwork Longbow
600gp lots of Arrows......some Alchemical Silver,..some Cold Iron....some regular
320gp Masterwork Rapier
205gp Darkwood buckler
1100gp Mithral Chain Shirt
...............
10175gp spent on magical items...



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
400gp Acid flasks(40)
400gp Alchemists fire(20)
150gp Antitoxin(3)
110gp Everburning torch
200gp Holywater(8)
100gp Smoke sticks(5)
300gp Thunderstones(10)
250gp Tanglefoot Bags(5)
............
2260 spent on Mundane items and Alchemical supplies

565gp left for other items....


 Big Grin
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carnivore
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« Reply #81 on: August 01, 2008, 05:21:46 PM »

more Healing stuff:


Feats from PHBII:

Divine Ward ...req:turn or rebuke undead
benifit: spend 10 min , make bond between you and one other creature, 24hour duration....... can cast any Touch spells at range(short,25'+5/2CL),must spend Turn attempt to power it, can form extra bonds @ cost 1 turn attempt/per extra bond..... all bonds require Turn attempt to be spent to cast spell thru bond.

Sacred Healing ... req: Turn undead
benifit: swift action, spend 1 turn undead = +5 on Heal skill checks, and cure additional 2/die with any Conj(healing) spell

Sacred Purification ...req: Sacred Healing
benifit: all Living creatures 60' rad, heals 1d8+ Cha bonus, harms all undead the same

Spells:

Channeled Divine Health ..Cleric 4, Conj(healing)
one creature ..... variable results based on casting time:
swift action= Touch, heals 1d8, damages Undead the same amount
Standard action= Short Range, heals 1d8+CL(+10 max), harms Undead same
Full round action=Medium Range, heals 2d8+CL(+15 max), harms undead same
2 Round action=LONG RANGE, heals 4d8+CL(+20 max), harms Undead same

Healing Spirit Cleric 4 Conj(healing)
Short range
1 spirit(1' ball of light,fly 30' perfect)
1 rnd/2 CL
Touch heals 1d8/ harms undead same

Invest Light protection Cleric 1 conj(healing)
touch range
heal 1d4+1/2 CL(+3 max) and give DR 1/evil for 1 Min

Invest Medium Protection Cleric 3 conj(healing)
touch range
heal 3d4+1/2 CL(+6 max) and give DR 3/evil for 1 Min

Invest Heavy Protection Cleric 5 conj(healing)
touch range
heal 5d4+1/2 CL(+12 max) and give DR 5/evil for 1 Min

Magic Convalescence Cleric 5 conj(healing)
20' rad Emanation
1 rnd/CL
no save, No SR
anytime a spell of any type is cast in area, you heal 1hp/Spl lvl

Renewed Vigor Cleric 4 conj(healing)
30' rad burst..ctr=you
remove all fatigue and move exhausted to fatigued, and All creatures gain +2 Con for 1 rnd/CL

Righteous Burst Cleric 7 conj(healing)
30' rad burst..ctr=you
Heal Allies 1d8+1/CL(+35 max)
Harms enemies 1d8+1/CL(+35 max)
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carnivore
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« Reply #82 on: August 01, 2008, 05:24:14 PM »

build with Landforged Walker(Secrets of Xendrik)


The Healing Machine

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:
Poison
Sleep Effects
Paralysis
Disease
Nausea
Fatigue
Exhaustion
Sickened
Energy Drain

Landforged Walker class:
Polymorph
Celestial Mystic Class:

Disease
Poison
Death Spells and Death Effects
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

Quote
Celestial Mystic gives the Following:

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

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


Quote from: SRD

Cloistered Cleric
The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives up some of the cleric's combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge (and the protection of knowledge).
Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning.

Hit Die
The cloistered cleric uses a d6 for his Hit Die (and has hit points at 1st level equal to 6 + Con modifier).

Base Attack Bonus
The cloistered cleric's lack of martial training means that he uses the poor base attack bonus.

Class Skills
The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 6 + Int modifier (and has this number x4 at 1st level).

CLASS FEATURES
The cloistered cleric has all the standard cleric class features, except as noted below.
Weapon and Armor Proficiency
Cloistered clerics are proficient with simple weapons and with light armor.
Lore (Ex)
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.

Deity, Domains, and Domain Spells
Most cloistered clerics worship deities associated with knowledge and learning.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.

Spellcasting
Add the following spells to the cloistered cleric's class spell list:

0 - message;
1st - erase, identify, unseen servant;
2nd - fox's cunning;
3rd - illusory script, secret page, tongues (reduced from 4th level);
4th - detect scrying;
6th - analyze dweomer;
7th - sequester;
9th - vision.


 Big Grin
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carnivore
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« Reply #83 on: August 01, 2008, 05:26:36 PM »

this uses Eldritch Disciple(complete Mage) and Knight of the Raven(Ravenloft Setting):


Quote from: Tweedledope

The Knight of the Raven
+10 BAB; 9/10 divine spellcasting
Grants turn undead (no turn undead requirement though...great for Favored Souls). Turning takes a -2 level hit though (IE, Cleric Level - 2)
Raven "familiar" that provokes no AoO and can distract and disable opponents. Can also deliver spells via channel spell...very nice.
Gains two feats to fight off negative levels.
Gains sun domain
Big boosts to light spells
Ability to make a turn undead check. Maximum number of HD effected from the Turn check can, instead, be used to remove negative levels in a 30' burst. This is crazy good.
My overall impression with the class is that it is the Fist of Raziel +1. You get a "perfect" BAB, near perfect spellcasting, and very impressive class features. This class, coupled with some of the following, is nearly unbeatable. Possibly one of the best PrCs ever written both mechanically, thematically and for shear power.




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 .....ConfusedConfused?
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 ......Confused??


other Patrons that can work with this:

Syret(CG)(Illumian) Chaos,Sun,Travel (Mace)
Haku(CG)(Sandstorm)Air,Chaos,Good,Protec tion,Travel(Scimitat)
Zoser(CN)(Sandstorm)Air,Chaos,Destructio n,Sand,Summer(Spiked Chain)
Bast(CG)(Egyptian)Chaos,Destruction,Prot ection,Strength,War(Spiked Gauntlet)
Nephthys(CG)(Egyptian)Chaos,Good,Protect ion,Repose(Mace)
Nanna-Sin(CG)(Babylonian)Chaos,Luck,Good(Battl e Axe)
Utu(CG)Babylonian)Chaos,Fire,Good,Sun(Sc imitar)
Lirr(CG)(Complete Divine-Core)Chaos,Good,Knowledge,Magic,Travel(R apier)
Tritherion(CG)(Complete Divine-Core)Chaos,Good,Liberation,Summoner(Spea r)
Kord(CG)(Core)Chaos,Good,Luck,Strength(G reat 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


 Big Grin
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AfterCrescent
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« Reply #84 on: August 01, 2008, 06:55:45 PM »

@ Gorbash & dman: Giant Size is 7th level and completely in th realm of possibilities for Miracle Big Grin

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.
The desecrated Altar is a valid point, but Corpsecrafter is not, unfortunately. The ruling for corpsecrafter specifically states it has to be used with a necromancy spell, something the ritual of making a necropolitan is not.  So that makes it not as tasty. Having a d12 +2 HD isn't bad, but I'd much rather be able to pump con, also it makes use of spells like Delay Death, which you otherwise would not be able to.  That being said, if you are looking for a way to dump con, it is a valid option, yes.  I guess it boils down to the fact that I don't like being utterly destroyed at 0 HP...

Quote
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.
I didn't, but mainly because of the HP loss.  I honestly had forgotten about it a while ago. I'll go reread it later and see what I think. Big Grin

Also, to be honest, I'm not really a fan of using planar ally to bring in genies, which is why I avoid trickier tactics like that, but if you're looking for a poison using cleric, that's one way to do it, yeah. Wink

@ carnivore:  Love Love Love Thanks for all your added help. Big Grin  I'll be sure to update the original very soon with your builds. Very nice, as always. Clap
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« Reply #85 on: August 01, 2008, 09:13:44 PM »

Yeah, I forgot that part that it can duplicate ANY spell, so didn't bother with checking other spellcasting classes.

Anyways, how come nobody suggested Gauntlets of War - Complete Champion, 4000 gp, +1 on dmg rolls, +3 if you have War Domain. It's a no brainer for Ordained Champion build.
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« Reply #86 on: August 01, 2008, 10:36:44 PM »

Anyways, how come nobody suggested Gauntlets of War - Complete Champion, 4000 gp, +1 on dmg rolls, +3 if you have War Domain. It's a no brainer for Ordained Champion build.
Because I haven't read the entirety of CC   I'll go read those, too. Thanks for the heads up Big Grin
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« Reply #87 on: August 02, 2008, 01:37:12 AM »

Double posting... yeah, bite me

Anyways, I need to find the blood rite of Vol, since apparently I went blind and can't find it. Then I'll evaluate it and add it in, most likely. I also plan on adding in carnivore's sample builds.

I did, however, update with the Gauntlets of War. I'm open to another interpretation, but they seem meh at best. +1 melee damage does not make 4,000gp, imo. Not to mention that the +3 is only with a favored weapon of said deity, which, unless dealing with a competent homebrew campaign, sucks, because most deities have shit-tastic favored weapons... Big Grin

Edit: Thanks to Omen of Peace for letting me know which book it was in. Indeed, it is a good rite if an evil cleric... now I'm off to find where to add it.
« Last Edit: August 02, 2008, 04:45:20 AM by aftercrescent » Logged

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« Reply #88 on: August 02, 2008, 06:59:21 AM »

Well, if you're taking the Ordained Champion of Hextor path, what's wrong with the Heavy Flail? 1d10 dmg, can trip, +2 on disarm attempts. If you have a wizard in the party, get him to cast Greater Mighty Wallop on it and there you go.
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« Reply #89 on: August 02, 2008, 07:23:53 AM »

Because Hextor gives craptastic domains, so I wouldn't worship him if you paid me. Smirk

But he would be a decent choice, I suppose. Personal preference and all that Wink
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« Reply #90 on: August 02, 2008, 07:45:58 AM »

Quote
Because Hextor gives craptastic domains, so I wouldn't worship him if you paid me.

Choose Law and War and then take Law Devotion feat...

Quote
But he would be a decent choice, I suppose. Personal preference and all that

Well, that's actually a pretty important choice for a cleric, your character should be based upon it, not upon the domains that god gives. Smile
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« Reply #91 on: August 02, 2008, 07:53:54 AM »

Choose Law and War and then take Law Devotion feat...
Why? Neither of those are worthwhile domains, imo. Maybe in core only, but then you don't get Ordained Champion.... Much better to take good domains that offer good bonuses and spells and then take law devotion as one of your feats.

Quote
Well, that's actually a pretty important choice for a cleric, your character should be based upon it, not upon the domains that god gives. Smile
Based upon what? Favored Weapon? I hope you mean something else, because that's just wrong... Sad
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« Reply #92 on: August 02, 2008, 07:59:07 AM »

Well, because those are your best options if you worship Hextor/Heironeus, which you have to, since it's a prerequisite for Ordained Champion.

Quote
Based upon what? Favored Weapon? I hope you mean something else, because that's just wrong...

I meant, your character should be based upon God you worship...
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« Reply #93 on: August 02, 2008, 08:12:39 AM »

Well, because those are your best options if you worship Hextor/Heironeus, which you have to, since it's a prerequisite for Ordained Champion.
I disagree. A)Law is a terrible domain, unless you want 1 specific spell, just about any other domain either of them offer is worth it. B)Most DMs allow an adaption of Ordained Champion for non-greyhawk specific deities, since there's an adaptation section right in the PrC.

Quote
I meant, your character should be based upon God you worship...
Depends on the campaign/feel. I almost never play clerics of deities. I prefer clerics of ideals. Especially premade deities, since they're very cookie-cutter. YMMV
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« Reply #94 on: August 02, 2008, 08:46:23 AM »

Quote
I disagree. A)Law is a terrible domain, unless you want 1 specific spell, just about any other domain either of them offer is worth it.

I meant - good choice to pick up early and then trade it for law devotion. Big Grin That +3 bonus does wonders on early lvls. And since you're already short on feats, it's a good choice.

Quote
B)Most DMs allow an adaption of Ordained Champion for non-greyhawk specific deities, since there's an adaptation section right in the PrC.

Key word - most, so it's not a viable option all the time, and if you play a campaign in Greyhawk, there's even less reasons to adapt it to some other deity.

Anyway, inspired by this guide (never had an intrest in playing clerics), I'll be playing a cleric in our upcomnig Age of Worms AP - after we finish Shackled City.

Half-Orc Cleric of Hextor 4/Ordained Champion 5 (afterwards Bone Knight if the DM allows it)
Feats: Law Devotion, Power Attack, Quicken Spell, Divine Metamagic (Quicken Spell), Holy Warrior

That's the build, so far...
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« Reply #95 on: August 02, 2008, 08:57:25 AM »

Don't get me wrong, I know your point was all for Law Devotion. I just think i'd rather use a feat to get it than a domain. You get so few domains, that, if chosen correctly, they're more valuable than feats, imo.  Law Devotion is a good devotion feat, and decent for certain builds. As is ordained champion. It's not the ultimate, but it is a good choice, and when playing Greyhawk, almost a must.

I do know it is not always a viable option, but a lot of the material is not always an option. There's a lot of Core Only games out there, and that's fine, but D&D should be fun, so I have a philosophy of only playing in games where the DM wants the game to be fun and not play in "his world." You know?  not saying we're going into that debate, but adapting Ordained Champion to another Lawful - War Deity is far from an overpowering move.

I do like countering opinions, and in a more restricted game, it's not bad. The item itself may be worthwhile, since +3 damage can be really useful, especially if you have effects that scale with damage. (Large and In Charge is a good feat that may work with what you want, by the way Big Grin)

PS: I'm glad you've been inspired. That really makes my day. Big Grin  I like knowing people are getting a use out of it, that's why I wrote the guide. Smile  I do hope you enjoy it.
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« Reply #96 on: August 02, 2008, 09:24:36 AM »

Quote
As is ordained champion. It's not the ultimate, but it is a good choice, and when playing Greyhawk, almost a must.

Yeah, it sucks losing caster lvls when you're a caster, but I really like Ordained Champion, so I'd go for it, although I consider losing CL a blasphemy (I'm a vivid wizard fan)...

Quote
not saying we're going into that debate, but adapting Ordained Champion to another Lawful - War Deity is far from an overpowering move.

IMHO, I'd allow it if there were another reason except the "His Domains Suck". Since Ordained Champion covers all aligments (neutral clerics of Hextor and Heironeous, evil cleric of Hextor and good cleric of Heironeous), you can't really pull it off.

Problem with Large and in Charge is that requirments are natural reach of 10 ft, so I couldn't really pull it off with a Half-Orc, even though I could become bigger with Miracle...

Quote
PS: I'm glad you've been inspired. That really makes my day.

Well, somehow Clerics never impressed me. Theirs spells are mostly heal/buff which didn't appeal to me, no skills, so I avoided them all the time, but this idea of colossal, flail-weilding, Ordained Champion/Bone Knight really got to me, so I decided I'd go with it (I was supposed to play a Druid). I still like the wizards better, though.
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AfterCrescent
« Reply #97 on: August 02, 2008, 10:01:44 AM »

IMHO, I'd allow it if there were another reason except the "His Domains Suck". Since Ordained Champion covers all aligments (neutral clerics of Hextor and Heironeous, evil cleric of Hextor and good cleric of Heironeous), you can't really pull it off.
Oh there are a lot of reasons I dislike Heironeous and Hextor, but really I was just referring to non-greyhawk campaigns. Hard to be an OC of them, if they don't exist. Wink

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Problem with Large and in Charge is that requirments are natural reach of 10 ft, so I couldn't really pull it off with a Half-Orc, even though I could become bigger with Miracle...
Exactly. Much like qualifying for a feat with an item, you'd only gain the benefits when large. If you went the persistant route, you could pull it off much easier.  Really I was just referring to something that gets better with extra damage Big Grin

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Well, somehow Clerics never impressed me. Theirs spells are mostly heal/buff which didn't appeal to me, no skills, so I avoided them all the time, but this idea of colossal, flail-weilding, Ordained Champion/Bone Knight really got to me, so I decided I'd go with it (I was supposed to play a Druid). I still like the wizards better, though.
Of course you do. Because you haven't actually played one yet. Wink  So many people just don't know what they're missing Smirk
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Gorbash
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« Reply #98 on: August 02, 2008, 10:51:54 AM »

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Oh there are a lot of reasons I dislike Heironeous and Hextor, but really I was just referring to non-greyhawk campaigns. Hard to be an OC of them, if they don't exist.

Well, then it's ok. I'm just using my gaming group as an example. We usually play pre-made adventures (Red Hand of Doom, Shackled City, Age of Worms, Savage Tide), since now that we're in college, none of us has the time to bother with making up elaborate campaigns, so we usually play in the vanilla world, ie. Greyhawk.

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Exactly. Much like qualifying for a feat with an item, you'd only gain the benefits when large.

Is that RAW? If it's not, I'd doubt I'd be able to take that feat.

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If you went the persistant route, you could pull it off much easier.  Really I was just referring to something that gets better with extra damage

Unfortunately, Enlarge Person is not a cleric spell, and you can't really persist miracle.

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Of course you do. Because you haven't actually played one yet.   So many people just don't know what they're missing

Well, frankly, his Wild Shape gets decent only at 8th lvl (large wild shape), and up until then you're stuck with mediocre spellcasting... And from the 8th lvl and beyond, you're just a bear that shoots lightning bolts. Of course, it's an undeniably strong class (else they wouldn't call it Druidzilla), but it doesn't appeal to me. I tend to pick characters to play by the rule of cool, and Druids aren't just cool to me.



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AfterCrescent
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AfterCrescent
« Reply #99 on: August 02, 2008, 11:22:51 AM »

Well, then it's ok. I'm just using my gaming group as an example. We usually play pre-made adventures (Red Hand of Doom, Shackled City, Age of Worms, Savage Tide), since now that we're in college, none of us has the time to bother with making up elaborate campaigns, so we usually play in the vanilla world, ie. Greyhawk.
Fair enough. We all do that to an extend (use our groups as examples, I mean) Big Grin

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Is that RAW? If it's not, I'd doubt I'd be able to take that feat.
I know getting a feat because you have an item is. Doing it by a spell may be a bit more questionable, but really, an item of continual expansion (XPH/SRD) should cover it, if you want to go that route. Wink

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Unfortunately, Enlarge Person is not a cleric spell, and you can't really persist miracle.
Or is it? Strength Domain... Wink Also, you can persist Miracle. Miracle's duration is the same as the spell it mimics.  So when you cast miracle to duplicate Giant Size, you get a self only with a duration that you can use DMM Persist to persist.

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Well, frankly, his Wild Shape gets decent only at 8th lvl (large wild shape), and up until then you're stuck with mediocre spellcasting... And from the 8th lvl and beyond, you're just a bear that shoots lightning bolts. Of course, it's an undeniably strong class (else they wouldn't call it Druidzilla), but it doesn't appeal to me. I tend to pick characters to play by the rule of cool, and Druids aren't just cool to me.
100% agree. I'm not a druid fan, but two minor notes. I meant that of course you would love wizards since you haven't experienced the awesomeness that is clerics, yet. Wink  Also, they call it CoDzilla (Cleric or Druid) Big Grin Big Grin Big Grin
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The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
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