| Create Mr. Pitt |
We're at level 3 now. I am human, but carry a dwarven longhammer and a cold iron spear. My feats are improved initiative, combat reflexes, and power attack. Right now my plan is Craft Arms and Armor at five (our party wizard has CWI). I will take Sacred Summons and Divine Interference eventually. Is SF (conjuration), Augment, Superior and Summon Good Monster the way to go (GM has ruled Summon Good Monster will give me access to the monsters that comport my LG alignment). Or is better to skip on the augment and superior line and save three feats for something else.
If so any thoughts.
My STR and WIS are 18; I am thinking of going for a WIS headband first to grab the extra spell; though at this level it's mostly been buff and melee. My character has access to the travel, caves, and (as a possibly loaded boon) the deception domain. Any thoughts on the build direction. Go for magic weapon first or wait until I get the crafting feat or WIS headband and cloak of resistance. Thanks in advance.
| Create Mr. Pitt |
14, eventually I'll pull it to 16 with belt. My CON is 13, I play to go to 14 at level 4. My CHA and INT are tanked to 7, the only really way to get a reach build the works. The +2 to WIS is a non-typed bonus for a certain plot alliance; I do worry it won't be temporary.
Our group is a summoner, slayer, transmuter wizard, and me. I try to pack a cat's grace if I am going to be enlarged to maximize attacks of opportunity.
| Ellioti |
With the summoner in your party I'd strongly consider not adding even more summons. On the other hand, Spell Focus(Conjuration) will buff your pit spells wich is pretty awesome. But I'd still consider focusing on buffs (for you and the slayer) and debuffs. Piercing Spell and Persistent Spell are strong choices.
How do you wield the hammer without proficiency?
| Dave Justus |
Generally speaking, a reach cleric would take more of a support than a battlefield control role. Spells like bless and prayers along with the occasional healing and status removal.
The reach build is really designed to cast a standard action spell, get yourself into an advantageous position, and take attacks of opportunity on your enemies turns, so any spell with a casting time of longer than a standard action really messes that up.
| lemeres |
14, eventually I'll pull it to 16 with belt. My CON is 13, I play to go to 14 at level 4. My CHA and INT are tanked to 7, the only really way to get a reach build the works. The +2 to WIS is a non-typed bonus for a certain plot alliance; I do worry it won't be temporary.
Our group is a summoner, slayer, transmuter wizard, and me. I try to pack a cat's grace if I am going to be enlarged to maximize attacks of opportunity.
Well, I wouldn't say you can't get a reach build to work without hard dumping, I usually just lower my expectation of melee/magic users. Clerics have great buffs and summons, so they are fine with a lower wis since you usually aim for a high casting stat for dc's.
But you do you. You understand you table's environment better than I do. You have stats in the right places for your main stuff, so you will be fine there.