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Greetings and salutations.
I like to play clerics and similarly crafted roles. You have need of one. Seems a likely match via GolarionMurderHoboConnections, GMHC.com(tm).
So I'd like to present a half-Orc Cleric of Brigh, hell bent on seeking perfect creations, removing flawed items with wanton enthusiasm. Still building skills and feat synergy.
Just to review character creation:
25pt
if someone wanted to play a character who was a caster, that character would have lower point buy and no bonus feat.
Sounds good. 20pt, I presume?
9th level? Or party-1?
WealthbyLevel or same as starting 7k?
Should I acquire crafting feats?
I noted a bonus teamwork feat, should I add or not? Not bothered if not.
Edited to reflect a thorough reading of the discussion thread.

Robert "Bo" Hardin |

I resemble that remark..

Robert "Bo" Hardin |

On another topic, i cant remember what my other trait was, did we have to have a campaign specific trait?

Robert "Bo" Hardin |

Hmm.. Well whatever it was it was obviously played a key role in my build as i cant remember what it even was now..
I shall put reactionary in its place if thats not a problem.

Mumbar Clochhafan |

Posting. Crunch finished. Please review for corrections/objections.
Background still in draft form. Although we can play it out as needed.
Caveat: I haven't played a character this level in a while. Not used to the robustness of it, so if some of it comes off as cheesy, let me know.

drbuzzard |

Couple points:
A) You are a good cleric who channels positive energy. You can spontaneously cast healing spells so there is no reason whatsoever to memorize any healing spells. You should replace those in your spell selection (hint level 4 has Blessing of Fervor, your party wants that).
B) You are wearing heavy armor without the proficiency. That's bad. It would explain why your to hit is so god awful (+6 at 9th is god awful). This is a very strange choice especially given that you chose some over priced lousy armor. Since you went to the trouble of buying a 16 strength, I would guess you want to get in and get dirty in HtH (not a great idea, but it is your character). Thus you want heavy armor, but not a lousy version. Best to dump improved sunder, add heavy armor proficiency, and get some full plate. If you want some advice on how to optimize your AC, feel free to ask. I have a hobby of building tank characters.
C) You took extra channeling, but you have a lousy charisma and no selective channeling. If you intend to spend effort on channeling, selective really is a must, and you will need to re arrange your stats.
I don't mean to tell you how to build a character (ok, maybe I just did), but I do have my views on what constitutes a support cleric. This looks a bit more like a melee cleric.

WerePox47 |

Having built a few higher level support clerics before ill throw in my 2 cents.
Stat wise I would look at:
Str-14
Dex-10
Con-12+2 belt =14
Int-10
Wis-16+2 Race+1 8th = 19+2 Headband=21
Cha-13+1 4th = 14+2Heaband =16
Final stats:
Str-14
Dex-10
Con-14
Int-10
Wis-21
Cha-16
You've spent 14k so far. Now if you really wanted to get busy with some channels you could add a Phlactery of Pos Channel to your headband for another 16k.
I would suggest a lesser reach metarod as making ranged touch heals is nice.
Feat wise I would look at:
1st-Heavy Armor Prof
3rd-Selective Channel
5th-Craft Wondrous
7th-Divine Protection(New feat, grants charisma to saves)
9th-Extra Channel
Speaking of saves being a Half-Orc you should swap ferocity for sacred tattoo and pick up fate's favored trait for a +2 luck to all saves. It alos pumps your divine favor/powers and jingasa if you get one.
+2 Fullplate-5500
+2 Cloak of Resist-4000
+1 Light Steel Shield-1200
Lesser Reach Rod-3000
Lesser Extend Rod-3000
That leaves about 3300 for whatever else you want, consumables most likely. Scrolls and pots are never a bad thing.
As far as beating stuff up in combat you still can.. Cast Bear's End and Divine Favor along with Greater Magic Weapon and your attacks would be.
+16/+11 for 1d8+10.. Not terrible.
Ac would be 23 Base. Shield of Faith alone puts it to 26.
Spell wise ill suggest a few good ones per level. With a 21 Wisdom you will have per day:
1st-6+1
2nd-5+1
3rd-4+1
4th-3+1
5th-2+1
1st-Divine Favor, Liberating Command, Murderous Command, Shield of Faith. Good to have scrolls of Comp Languages, Obscuring Mist, Pro Evil.
2nd-Admonishing Ray, +4 Stat Buffers, Grace, Lesser Resto, Silence, Sound Burst, Spiritual Weapon. Scrolls of Delay Poison, Communal Pro Evil are nice to have.
3rd-Channel Vigor, Dispel Magic, Invis Purge, Nap Stack, Communal Resist Energy, Searing Light, Great Stunning Barrier, Prayer. Scrolls of status removal are nice to have.
4th-Blessing of Fervor, Death Ward, Divine Power, Freedom of Movement,
Holy Smite, Greater Magic Weapon, Communal Pro Energy. Scroll of Air Walk, Dimensional Anchor are nice to have.
5th-Communal Air Walk, Break Enchantment, Breath of Life, Spell Resistance, True Seeing, Communal Spell Immunity, Righteous Might
As you notice not to many offensive spells. Having a lower wisdom for your level its better to stay away from stuff that allows saves and better to stick to buffs and status removal for your crew.. Now if you wish to forgo the melee thing i would do your stats a bit different and it would allow for more offensive spells.
Channel Wise you'll have 8/day 7d6 channels, and can exclude up to 3 enemies.

drbuzzard |

If you are not crafting the item yourself, you are not going to have access to non standard magic items (so no headband/phylactery unless you make it).
Also one other house rule, which has not come up (owing to no casters) is that for clerics all the healing spells including breath of life and heal count as cure for the spontaneous casting ability (hence you don't need to memorize breath of life).

Robert "Bo" Hardin |

I suggested Craft Wondrous and he had it on his original build.. I forgot to cut all his costs in 1/2 for wondrous items as well, seeing as he's crafting them.
The extra spontaneous spells are a nice addition.

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Actually, DrB is the first DM that allowed Crafting Feat. I thought there was need especially with the Ninja Bros(tm) maxxing out UMD perhaps we could be a bit more self-sustaining party with scheduled downtime 'tween events. Add in the desired augmentation of gear by all of you, well I thought the choice would be desired. I put down Scribe Scroll to expand my range of spells; but am toying with a craft wand(CSW/CMW), wonderous item or perhaps even a BrewPotion. He has to pay the bills somehow; for although he is a man of faith, at heart, he remains a pragmatic fellow.

Robert "Bo" Hardin |

No cleric action still? Should we revert to our npc cleric?

LitanyOfCurses |
Fast Zombie Alchemical Hydra
N Huge magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 15, touch 10, flat-footed 13 (+2 Dex, +5 natural, –2 size)
hp 49 (9d8+9)
Fort +3, Ref +5, Will +6
OFFENSE
Speed 30 ft., swim 20 ft.
Melee 6 bites +10 (1d8+4)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 19, Dex 14, Con 18, Int 2, Wis 11, Cha 9
Base Atk +6; CMB +10; CMD 22 (can't be tripped)
Feats: Toughness
Quick Strikes (Ex)
Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Abilities: As a standard zombie, except its Dexterity is increased by 2 instead of reduced by 2.
Cost 1800

"Bandersnatch" McTwilliger |

not a bad start for halfing brother 1

drbuzzard |

It is worth mentioning that whichever of the two you take, you don't have to use it if the target is too hard to hit.
But in general if you do the math, getting another try at the target at -2, is worth your while. There will only be a narrow band of ACs in which taking that extra shot will be harmful. For cases where it is lower, you want that extra attack, and if you need a 20 to land a hit, it certainly doesn't hurt to try twice in a round.