Edited By Grimnir77 on 08/06/06 08:01
Author's Note: this character has been revised from a previous version, to improve cleric spell access while maintaing natural, unbuffed combat stats, among other nice tweaks and improvements. Thanks are in order to a whole bunch of folks, including Kail, Thax, Mith, and Avado, who encouraged me to bring in more spell access while commenting on the prior version of this character, and also to Grim, for additionally suggesting the use of COT in the mix. To see the previous version, please: Click HereEdited By TyrTemplar on 08/03/06 21:19
There you go, much closer to full potential from a Battle-Cleric.this build seems pretty nice, but i think the following line is a mistake :Quote: Posted 07/24/06 22:47:54 (GMT) -- FinneousPJ
You should listen to avado
Quote: 22: Champion of Torm(4): epic weapon specialization: longsword
If it was Regular Weapon Specialization, you'd be right. But Epic Weapon Specialization (As well as most Epic Feats), as posted in the manual, is wrong. You can nab it on a non-FTR level(At least, I'm pretty sure you can). If you already have Weapon Specialization (from previous Fighter lvls), you can get Epic Weapon Specialization with both Fighter and CoT.Quote: Posted 08/04/06 07:35:48 (GMT) -- ren66
this build seems pretty nice, but i think the following line is a mistake :Quote: 22: Champion of Torm(4): epic weapon specialization: longsword
weapon spec. is a fighter only feat, can be taken only on a fighter lvl.
Edited By I...Samphus on 08/04/06 13:00
Quote: Posted 08/03/06 22:07:19 (GMT) -- Grimnir77
There you go, much closer to full potential from a Battle-Cleric.You use much more of the Clerics ability now, and you get a very good combatant here. I must say well done...
Quote: Posted 08/03/06 22:59:56 (GMT) -- avado
Nicely done, rookie
Edited By TyrTemplar on 08/04/06 21:18
Quote: Posted 08/04/06 20:52:24 (GMT) -- TyrTemplar
Domains-- War: I considered travel for haste, but can buy that just about anywhere; War for battle mastery (+6 AB, and bonus’ to str, dex, con: it's a must: from this domain, we also get aura, great spell for buffing stats, too: for a battle cleric, me thinks it's proper.
Magic: gives us ice storm, among other things. Ice (and harm) our greatest arsenal; good damage, no save, with area effect, and a serious pain for absolutely everyone, not to mention casters. Also, this domain gives us extra damage reduction (in addition to war/battle master – can’t have too much of it, right?
Haste (travel) or invis stuff (trickery) are also good domains, don't get me wrong, but not worth giving up ice or battle mastery for; as always, different styles and environs means different choices; accordingly, please feel free to customize (good points!). The link in the build to spell stuff also takes you to domains: enjoy!
Charisma: good point. Should mention that war/battle mastery (as are all domain durations) pretty darn good on its own (ie., 5 rounds), and extendable with cha-bonus; here, another 2-3 rounds, with Eagle’s. While extending it even more would be nice, 7-8 rounds are enough, especially in light of all our other stuff.
Meta-magic: empowers our eagle's, bull's, endurance, owl's, cat's, etc. (oh, almost forgot: cat's also come's from magic); if want to, say, cast a top-notch ice storm instead, could select maximise; but w. harm and already good ice damage, I figured emp. is better here (again, depending on environ/preferences of course
This is better, but I can't help but have some thoughts about it.Quote: Posted 07/08/06 16:20:00 (GMT) -- Thaxll'ssyllia
I think avado answered your question like no other could...
Quote: Longbow: had A LOT of feats, tons of them, and so, for fun and versatility, I picked the longbow/zen archery: +12 wis and +20 weaponry gets you to cap; we easily buff melee to cap, but not our ranged (ie., we get it up, but need some equip't help to bring bow to cap (good clarity point, and thanks!) While I think it's worth it, I puts it there as a choice for players to make for themselves: since we don't really have to spend GPs on much else, why not I say. But if you want something else, please feel free to do so.
Quote: Domains-- War: I considered travel for haste, but can buy that just about anywhere; War for battle mastery (+6 AB, and bonus’ to str, dex, con: it's a must: from this domain, we also get aura, great spell for buffing stats, too: for a battle cleric, me thinks it's proper.
Quote: Magic: gives us ice storm, among other things. Ice (and harm) our greatest arsenal; good damage, no save, with area effect, and a serious pain for absolutely everyone, not to mention casters. Also, this domain gives us extra damage reduction (in addition to war/battle master – can’t have too much of it, right?
Haste (travel) or invis stuff (trickery) are also good domains, don't get me wrong, but not worth giving up ice or battle mastery for; as always, different styles and environs means different choices; accordingly, please feel free to customize (good points!). The link in the build to spell stuff also takes you to domains: enjoy!
Quote: Charisma: good point. Should mention that war/battle mastery (as are all domain durations) pretty darn good on its own (ie., 5 rounds), and extendable with cha-bonus; here, another 2-3 rounds, with Eagle’s. While extending it even more would be nice, 7-8 rounds are enough, especially in light of all our other stuff.
Edited By Thaxll'ssyllia on 08/04/06 22:03
Quote: Posted 08/04/06 22:00:18 (GMT) -- Thaxll'ssylliaQuote: Charisma: good point. Should mention that war/battle mastery (as are all domain durations) pretty darn good on its own (ie., 5 rounds), and extendable with cha-bonus; here, another 2-3 rounds, with Eagle’s. While extending it even more would be nice, 7-8 rounds are enough, especially in light of all our other stuff.
What? you have 9 CHA, so you cannot activate your Battle Mastery, it does not have a base duration, it's CHA modifier and nothing else, you get 0 rounds with 9 CHA,
Edited By TyrTemplar on 08/05/06 00:09
Update: changes sent, and should be up in due course.Edited By TyrTemplar on 08/05/06 06:03
If you want to use a ranged weapon , why dont you take throwing axe over longbow. It allows you to add your full str mod to dmg and you can use a shield.Quote: Posted 08/05/06 09:51:30 (GMT) -- bloodymerc
...
Domains always depend on the environment you play in.
War isnt bad , but only if you have some charsima at least. A 3 round buff isnt that great. You should raise Char to 14 as suggested previously and try to raise it to 26by items.
...
Edited By Kail Pendragon on 08/05/06 10:34
Nice, Merc re: throwing axe; mighty & work w. zen – Cool! OK, for those who want ranged, Merc’s is good thinking (drop WF/IC bow for WF/IC throw.axe instead (thanks!). Speaking of ranged, I’ve some stuff to report on that: emp wis, plus everything on the list but GMW seems to work out, enabling ranged AB +55 (DivWrath for weaponry cap, or +57), which ain't actually bad. Might also consider dropping luck of heros (cost: -1 all saves) for point blank shot (gain: negates the penalty applied if use ranged weapon close range, & grants +1 AB/damage when using it close range); I puts this as an option, since we’re a combat-cleric and go head-to-head with longsword. Then, w. buffs, immunities, and other save feats, including a better div. wrath, as has also been pointed out, it’s not exactly like we need or will miss heros (food for thought).Edited By TyrTemplar on 08/06/06 08:48
Edit: just thought I'd add the following few spells to what's turned out to be a wonderful discussion of spells (for more info on these spells and more, incl. all the healing, harming, and buffing available, please see link above (in build, under: spell casting). In addition to darkness and ultravsion, and all the great spells already mentioned, let's just say that these be some of our more interesting "protection-oriented" onesEdited By TyrTemplar on 08/06/06 09:27