
blope |

My goal is to add everthing I can think of to my char base dmg.
So far I have:
-Belt of STR
-gauntlets from MIC that add +3 if you have the War domain
-magic weapon enhancement from MIC that add +5 to dmg
-reserve feat from complete champion adds highest war domain spell level memorized to dmg
-4th level dwarven cleric substitution level gives +2 dmg
-radiant fire initiate feat adds +2 vs. evil creatures
did I miss anything?

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My goal is to add everthing I can think of to my char base dmg.
So far I have:-Belt of STR
-gauntlets from MIC that add +3 if you have the War domain
-magic weapon enhancement from MIC that add +5 to dmg
-reserve feat from complete champion adds highest war domain spell level memorized to dmg
-4th level dwarven cleric substitution level gives +2 dmg
-radiant fire initiate feat adds +2 vs. evil creaturesdid I miss anything?
Question: What kind of weapon are you using? And are you using it one or two-handed? What's your strength score?
Also, what domains (other than war) and feats do you have? I'm assuming you've already checked out the domain feats from the Complete Champion.

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There's an item in the MIC called the Strongarm bracers. they're around 6,000gp they allow you to use a weapon one size category larger than normal without penalty and because it's a physical upgrade it stacks with all of your magic stuff. you could make a ring of enlarge person and then your strength would go up and your weapon would get larger still and that would be a significant upgrade to your damage but you would take a hit on AC.
also, bulls strength wouldn't stack with a belt of giant strength i think.

Steve Greer Contributor |

Hard to give you really good advice here other than from the sources I own. Much of the ones you cited, Blope, I don't have. If you use an oversized weapon with the Monkey Grip feat (CW), that bumps you up a new weapon size category. Also, as mentioned before me, using the weapon two-handed allows you to deal 1 1/2 times your Strength mod. If you take power attack with a decent Strength score and chance of hitting your opponent, you'll deal double the amount you put into Power Attack.
Edit: looks like Kosivo beat me to the suggestion, though the method of getting there is different. I like the enlarge part of that suggestion.
If you could use a form of Smite, that'd be another good one. Not sure, but there may a source book out there that allows a cleric to use it.

mevers |

You already have a good list of items there. But you are missing your most important resource, SPELLS! Any old fighter can use items/feats to up their damage, for a Cleric, spells is where it is at.
The best spells are probably,
Divine Favor (1st),
Divine Power (4th),
Righteous Might (5th).
Of the three, Divine Power is probably the biggest bang for your buck. Combine any combination of them with Power Attack, and your melee damage will make a Barbarian Cry.

Jeremy Mac Donald |

Edit: looks like Kosivo beat me to the suggestion, though the method of getting there is different. I like the enlarge part of that suggestion.
No reason you can't do both. In fact I'd suggest it. Initially the difference between oversized weapon and power attack is pretty much non existent except that power attack is more versatile. However if you can get the weapon big enough this no longer holds true and the weapon eventually beats out power attack on an average damage roll. Essentially there comes a point where you go from roll 2d6 to roll 3d6 for damage with a big enough weapon.

Turin the Mad |

As you increase in levels, don't forget about the group buff spells, such as Righteous Wrath of the Faithful (+3 morale bonus to attack and weapons damage) and of course nudging your party arcanist to popping off a Haste (extra attack at your best AB on a full-round attack).
Basically, though, your effective set up is excellent. Tack on the above suggestions for upping weapon size (although Monkey Grip's -2 attack penalty is not really worth it for a cleric, especially at the latter stages of an adventure path when the baddies' ACs bring those kinds of minuses on attack rolls into a miss-more-than-you-hit scenario) and you'll dish out damage large and in charge.

ericthecleric |
I did some calculations a few months ago, and you're generally better off not getting Monkey Grip, because the -2 penalty to hit means you'll do less damage overall (from lack of hitting).
Consider "just" using a quarterstaff. Aim to make either and/or both ends holy (with axiomatic/anarchic & bane qualities, if applicable), and speed for the main end. Aim to have a wands of Divine Power and Brambles* (or just stick those functions in the quarterstaff you use as a weapon). Prepare and cast Spikes* on the staff each day, and greater magic weapon as well; these two spells last for hours.
I’m not sure if brambles and spikes would cover both ends of the quarterstaff, though; GMW certainly wouldn’t.
* Complete Divine; note that both spells stack their damage bonuses (as per a Sage question), for a total of +20 damage.
Consider also taking 3 levels in sorcerer or wizard, going max levels in Geomancer (Complete Divine), followed by Mystic Theurge after that, and get Arcane Strike (Complete Warrior) asap (you'll increasingly be able to use divine spells to fuel the feat for more damage). If you go this route, also get Two-Weapon Fighting if you can and Practiced Spellcaster (for both classes).

blope |

ok, more info as requested: I was making a dwarven cleric. warhammer and shield; war, time and courage(I like the spells) for domains. I hadn't forgotten about spells, I was just trying to concentrate on items and feats to see if I had missed anything.
I missed the MIC item that lets you use increased weapon size, I'll have to check it out.
Does anyone know if the 4th level dwarven substitution level counts as weapon specialization to qualify for melee weapon mastery?

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ok, more info as requested: I was making a dwarven cleric. warhammer and shield; war, time and courage(I like the spells) for domains. I hadn't forgotten about spells, I was just trying to concentrate on items and feats to see if I had missed anything.
I missed the MIC item that lets you use increased weapon size, I'll have to check it out.
Does anyone know if the 4th level dwarven substitution level counts as weapon specialization to qualify for melee weapon mastery?
Well for starters, forget about using power attack, which contrary to popular belief, actually gets worse as a character gains levels (since base damage improves as weapons and strength get better, the bonus from power attack becomes more negligable as time goes on; once the one-handed weapon user does more than 20 damage on average per hit, using power attack will actually lessen his average damage per round). Clerics don't have a good enough base attack to use it well, unless they're using a 2-handed weapon.
I would also suggest getting a holy weapon as soon as possible, as the +2d6 damage against evil creatures (not just creatures with the evil subtype) can bring a cleric on par with a martial character.