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Figuring out a role for my 3.5e Cleric
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<blockquote data-quote="Grogg of the North" data-source="post: 8943881" data-attributes="member: 6682960"><p>[USER=7026427]@DarkMoon250[/USER] The stats you rolled are equivalent of 34 points. So it's up to you if you want to keep them or not. </p><p></p><p>Do you know anymore about the campaign? What types of enemies you'll be facing? I assume the fighter and paladin are going to be melee? Can you tell us anything else about your character? Have you settled on a deity?</p><p></p><p>For races, you really can't go wrong with any of them. As long as you're not taking a hit to Wisdom. The only ones I wouldn't recommend in the PHB are Half-Elf (always thought they were kinda "meh") and Half-Orc (the hit to your mental stats hurts). </p><p></p><p>I saw that you were allowed Core books (PHB and DMG?) along with Complete Divine and Complete Champion. What about Complete Warrior, Adventurer, Arcane, and Mage?</p><p></p><p>One of my personal favorites is the Reach Spell feat (Complete Divine) coupled with Divine Metamagic (Also Complete Divine). If the fighter goes down, you don't have to worry about rushing across the battlefield to save him. Big bad monster with a beat stick? Bestow Curse from outside his reach. </p><p></p><p>I saw that there was talk about about being an archer. Zen Archery (Complete Warrior) would let you use your wisdom to attack with a longbow. However, you're going to need, at a minimum, Point Blank Shot and Precise Shot. If you're not an elf, then you need Martial Weapon Proficiency (Longbow) on top of it. </p><p></p><p>Turning, in my opinion, is useless. You need to find other ways to use those turn attempts. Either Divine Metamagic or the various feats that let you spend a turn attempt for X affect. Divine Metamagic (Persist) is the elephant in the room. If you can use Nightsticks (Libris Mortis) to power Divine Metamagic then the feat is crazy broken. If not, then you probably only have enough turning attempts to persist one spell and it's much more reasonable. </p><p></p><p>The cleric is a very flexible class. But it also can require a lot of feats. And it is very easy to be feat starved in 3.5. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p>Roles for your cleric:</p><ul> <li data-xf-list-type="ul">De/Buff Bot - Make your allies even better and your enemies weaker. As you get higher level you can add in Save or Lose/Suck spells to your arsenal. There are many Divine Feats in Complete Warrior and Complete Divine that work great for buffing the party. They give small amounts of fast healing and energy resistance. </li> <li data-xf-list-type="ul">Summoner - Clerics make great summoners. Some GMs may get overwhelmed with additional combatants added to the field. If you get the Animal Domain, you can expand your summoning options with Summon Nature's Ally. You can also use the Spontaneous Summoner feat (Complete Divine) to give you a little bit of flexibility in how you prepare a spell list. You're going to need Augment Summoning, Spell Focus (Conjuration), and probably Rapid Spell to make the most of being a summoner. For extra craziness, look at Malconvoker in Complete Scoundrel. Summon lots of evil things to fight other evil things!</li> <li data-xf-list-type="ul">Heal Bot - Be a box of a band aids. It isn't really efficient though and kinda boring. As you level up, monsters will continue to out pace your healing with their damage. For things like Remove Curse/Disease/Blindness, they come up so rarely that you may want to pick up a scroll or potion. If you really want to go down this path, look at Radiant Servant of Pelor in Complete Divine. It makes being a healer viable.</li> </ul><p>I think we need a little more information from you on character concept or ideas to get the most assistance. Hopefully I can clear the cobwebs off my 3.5 knowledge and be of more help.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 8943881, member: 6682960"] [USER=7026427]@DarkMoon250[/USER] The stats you rolled are equivalent of 34 points. So it's up to you if you want to keep them or not. Do you know anymore about the campaign? What types of enemies you'll be facing? I assume the fighter and paladin are going to be melee? Can you tell us anything else about your character? Have you settled on a deity? For races, you really can't go wrong with any of them. As long as you're not taking a hit to Wisdom. The only ones I wouldn't recommend in the PHB are Half-Elf (always thought they were kinda "meh") and Half-Orc (the hit to your mental stats hurts). I saw that you were allowed Core books (PHB and DMG?) along with Complete Divine and Complete Champion. What about Complete Warrior, Adventurer, Arcane, and Mage? One of my personal favorites is the Reach Spell feat (Complete Divine) coupled with Divine Metamagic (Also Complete Divine). If the fighter goes down, you don't have to worry about rushing across the battlefield to save him. Big bad monster with a beat stick? Bestow Curse from outside his reach. I saw that there was talk about about being an archer. Zen Archery (Complete Warrior) would let you use your wisdom to attack with a longbow. However, you're going to need, at a minimum, Point Blank Shot and Precise Shot. If you're not an elf, then you need Martial Weapon Proficiency (Longbow) on top of it. Turning, in my opinion, is useless. You need to find other ways to use those turn attempts. Either Divine Metamagic or the various feats that let you spend a turn attempt for X affect. Divine Metamagic (Persist) is the elephant in the room. If you can use Nightsticks (Libris Mortis) to power Divine Metamagic then the feat is crazy broken. If not, then you probably only have enough turning attempts to persist one spell and it's much more reasonable. The cleric is a very flexible class. But it also can require a lot of feats. And it is very easy to be feat starved in 3.5. :( Roles for your cleric: [LIST] [*]De/Buff Bot - Make your allies even better and your enemies weaker. As you get higher level you can add in Save or Lose/Suck spells to your arsenal. There are many Divine Feats in Complete Warrior and Complete Divine that work great for buffing the party. They give small amounts of fast healing and energy resistance. [*]Summoner - Clerics make great summoners. Some GMs may get overwhelmed with additional combatants added to the field. If you get the Animal Domain, you can expand your summoning options with Summon Nature's Ally. You can also use the Spontaneous Summoner feat (Complete Divine) to give you a little bit of flexibility in how you prepare a spell list. You're going to need Augment Summoning, Spell Focus (Conjuration), and probably Rapid Spell to make the most of being a summoner. For extra craziness, look at Malconvoker in Complete Scoundrel. Summon lots of evil things to fight other evil things! [*]Heal Bot - Be a box of a band aids. It isn't really efficient though and kinda boring. As you level up, monsters will continue to out pace your healing with their damage. For things like Remove Curse/Disease/Blindness, they come up so rarely that you may want to pick up a scroll or potion. If you really want to go down this path, look at Radiant Servant of Pelor in Complete Divine. It makes being a healer viable. [/LIST] I think we need a little more information from you on character concept or ideas to get the most assistance. Hopefully I can clear the cobwebs off my 3.5 knowledge and be of more help. [/QUOTE]
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