D&D guru, i need your help to build a lvl 6 Cleric.

CHfan4ever

Diamond Member
Oct 1, 2004
3,290
0
0
Following 3.5 rulebook.

I have nearly no experience in these dungeons and dragons game, and playing a cleric will be a first for me.I will probably choose a gnome cleric( unless having an additionnal feat as a human can really improve my char)

I need information about the FEATS.I will arrive ( in the story) as a lvl 6 cleric, and i need to know which are the best THREE feats i can take ( max feats by lvl 6)

Feat 1:
Feat 2:
Feat 3:


Also need to know which are the appropriate skill points i should put point into ( im thinking CONCENTRATION AND First Aid only.If there is other skills points i should invest points into, lemme know

Now the spells:

I have 5 Cantrip

0-1:
0-2
0-3
0-4
0-5

4 lvl 1( base on bonus of 16-17 wis)

1-1
2-1
3-1
4-1

4 lvl 2( base on bonus of 16-17 wis)

2-1
2-2
2-3
2-4

3 lvl 3 (base on bonus of 16-17 wis)

3-1
3-2
3-3

And finally 3 extra spell because of the god i choose ( Im choosing Pelor, to have Healing extra power , which will be 3 extra healing spells.



thanks in advance if you can help, i am very lost and confuse on which spells to get, to help the group.We are 7, and i will be the only healer, so i wanna make sure i will be the most useful for this group.

thanks!


 

KLin

Lifer
Feb 29, 2000
29,501
126
106
LEEEEEEEEEEEEEEEEEEEEROOOOOOOOOOOOOOYYYYYY JEEEEEEEEEEEEEEENNNNNNNNNNNNNNNNKKKKKKIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNNSS
SSSSSSSS
 

CHfan4ever

Diamond Member
Oct 1, 2004
3,290
0
0
For the spell i can maybe choose some i think that will be useful, but i really ned to know 3 of the most important feats for a cleric.
 

amoeba

Diamond Member
Aug 7, 2003
3,162
1
0
Originally posted by: CHfan4ever
For the spell i can maybe choose some i think that will be useful, but i really ned to know 3 of the most important feats for a cleric.


what supplemental books are you allowed or is this just from the core books?

also, picking domain is a bit more important than feats.

what feats you choose also depend on whether you will attempt to join a prestige class as those have prerequisites.

 

CHfan4ever

Diamond Member
Oct 1, 2004
3,290
0
0
Originally posted by: amoeba
Originally posted by: CHfan4ever
For the spell i can maybe choose some i think that will be useful, but i really ned to know 3 of the most important feats for a cleric.


what supplemental books are you allowed or is this just from the core books?

also, picking domain is a bit more important than feats.

what feats you choose also depend on whether you will attempt to join a prestige class as those have prerequisites.

Just from the core book

My domain will be HEALING (going with god Pelor, and i have my predilection weapon as "masse d'arme"( sorry dont know the name in english)

Im set for my domain, but im just clueless on which 3 feats i should choose.Am i allowed at the beginning ( well lvl 6) to choose Metamagic Feats?

 

amoeba

Diamond Member
Aug 7, 2003
3,162
1
0
Originally posted by: CHfan4ever
Originally posted by: amoeba
Originally posted by: CHfan4ever
For the spell i can maybe choose some i think that will be useful, but i really ned to know 3 of the most important feats for a cleric.


what supplemental books are you allowed or is this just from the core books?

also, picking domain is a bit more important than feats.

what feats you choose also depend on whether you will attempt to join a prestige class as those have prerequisites.

Just from the core book

My domain will be HEALING (going with god Pelor, and i have my predilection weapon as "masse d'arme"( sorry dont know the name in english)

Im set for my domain, but im just clueless on which 3 feats i should choose.Am i allowed at the beginning ( well lvl 6) to choose Metamagic Feats?



yes you can pick metamagic feats at anytime but you might not be able to use them if the modified spell level is higher than what you are able to cast. if you are considering metamagic I would go for ones that don't increase spell level by that much at this point, such as extend or empower, depending on your needs.

item creation feats are also ok if your DM allows you enough time to make items. out of all the item creation feats, I like craft wonderous items the best.

as for old standbys, I really like improved initiative as going first in combat is really good especially for casters as they can hamper the opposing side/beef up own party before opposition gets to act.

 

amoeba

Diamond Member
Aug 7, 2003
3,162
1
0
oh and you know there are 2 domains right?

personally my favorites out of the player's handbook is travel, trickery, war, luck.

if you are going with pelor, healing and SUn are not bad.

 

CHfan4ever

Diamond Member
Oct 1, 2004
3,290
0
0
Originally posted by: amoeba


as for old standbys, I really like improved initiative as going first in combat is really good especially for casters as they can hamper the opposing side/beef up own party before opposition gets to act.


That was one i was looking at.


There are 2 feats i am looking at ( i will traduct, my book is in english, hoping its the right way im saying it)

-Reinforce School
-Superior School

what it does:The degree of difficulty (DD) of the saving throw against the spell of the choosen school( exemple conjuration ) by the caracter increase of +1.

Does that mean with both school in conjuration, im always receving a +2 bonus against my concentration check? ( so is that helpful?? )
 

CHfan4ever

Diamond Member
Oct 1, 2004
3,290
0
0
Originally posted by: amoeba
oh and you know there are 2 domains right?

personally my favorites out of the player's handbook is travel, trickery, war, luck.

if you are going with pelor, healing and SUn are not bad.

OOOO about the TWO domain,on each level, we can choose a domain spell to cast per day,its one spell with the TWO domain?So if i have spells form sun and war, i can only cast one lvl 1 spell of either sun an war if i understand correctly right?

 

v8envy

Platinum Member
Sep 7, 2002
2,720
0
0
Offense is sometimes the best defense. Give serious throught to spear as your weapon of choice, half-orc as race, Gruumsh as deity. Pack a bunch of enlarge spells, and make sure you completely understand attacks of opportunity. War domain is a good fit here. You can get by with a lower wisdom to pack on more con/str, and maybe even spend a level as a fighter for weapon-y feats (like spring attack, for more attacks of opportunity =).

This is a 'second row fighter' build. You don't worry about AC, front line fighters should keep things off of you. Your job is to reach out and touch someone with your 30'+ foot polearm, and if you can leap around causing them to charge your spear. Worry about healing after the dust settles.
 

amoeba

Diamond Member
Aug 7, 2003
3,162
1
0
Originally posted by: CHfan4ever
Originally posted by: amoeba
oh and you know there are 2 domains right?

personally my favorites out of the player's handbook is travel, trickery, war, luck.

if you are going with pelor, healing and SUn are not bad.

OOOO about the TWO domain,on each level, we can choose a domain spell to cast per day,its one spell with the TWO domain?So if i have spells form sun and war, i can only cast one lvl 1 spell of either sun an war if i understand correctly right?

you only have one domain spell slot per level, in that spell slot you can put a spell from either of your domains.

but you ahve the domain powers of both domains at all times.
 

amoeba

Diamond Member
Aug 7, 2003
3,162
1
0
Originally posted by: CHfan4ever
Originally posted by: amoeba


as for old standbys, I really like improved initiative as going first in combat is really good especially for casters as they can hamper the opposing side/beef up own party before opposition gets to act.


That was one i was looking at.


There are 2 feats i am looking at ( i will traduct, my book is in english, hoping its the right way im saying it)

-Reinforce School
-Superior School

what it does:The degree of difficulty (DD) of the saving throw against the spell of the choosen school( exemple conjuration ) by the caracter increase of +1.

Does that mean with both school in conjuration, im always receving a +2 bonus against my concentration check? ( so is that helpful?? )


saving throw is separate from concentration checks.

these reinforce school and superior school feats are not worth it.

reason being, there are 6 schools of magic, spending 2 feats to get a +2 bonus in saving throw against 1 school sucks when you can just spend 1 feat on (great fortitude, iron will, reflex save one I forget name) and get +2 to one type of save.

 

chronokefka

Member
Aug 7, 2005
78
0
0
Originally posted by: amoeba
Originally posted by: CHfan4ever
Originally posted by: amoeba


as for old standbys, I really like improved initiative as going first in combat is really good especially for casters as they can hamper the opposing side/beef up own party before opposition gets to act.


That was one i was looking at.


There are 2 feats i am looking at ( i will traduct, my book is in english, hoping its the right way im saying it)

-Reinforce School
-Superior School

what it does:The degree of difficulty (DD) of the saving throw against the spell of the choosen school( exemple conjuration ) by the caracter increase of +1.

Does that mean with both school in conjuration, im always receving a +2 bonus against my concentration check? ( so is that helpful?? )


saving throw is separate from concentration checks.

these reinforce school and superior school feats are not worth it.

reason being, there are 6 schools of magic, spending 2 feats to get a +2 bonus in saving throw against 1 school sucks when you can just spend 1 feat on (great fortitude, iron will, reflex save one I forget name) and get +2 to one type of save.

That's wrong. The improvements to the DD affect the saving throw to prevent an effect. Like when someone casts Colour Spray, everyone in the AoE has to make a Con save against the caster's DD(10+Spell Level+Stat Mod+misc) or suffer the consequences(stun/blind/unconcious) Those specialization feats increase the DD, making it harder to save against the casters spells. Great for those schools that have hindering effects on enemies, but not quite as useful for a Healing Cleric. Definitely get yourself some full plate mail, as a healer has no need for a high movement rate.
 

DOSfan

Senior member
Sep 19, 2003
522
0
0
Alright, time to let my uber geek loose for a moment.

For feats, it helps to know what your attributes are. Some feats are limited by attributes, and others are more usefull with certain attributes at high levels.

For the most part, I would recommend avoiding Item Creation feats, and Metemagic feats. There is nothing wrong with them, but Item Creation feats need time (make sure your DM will let you have the time before you use slots on them), and for the most part clerical spells of the same level as an augmented spell are better than the augmented spell.

(For example: And empowered Cure Light wounds would be a 3rd level spell that cures 1D8x1.5 + 5 for the 6th level cleric, and Cure Serious Wounds is a 3rd level spell that cures 3D8 + 6 for the 6th level cleric. For a difference of 6-17 or 9-30 for the same level spell.)

Now, as far as Domains go. You get to select TWO domains at first level Cleric. In your case, Healing, and something else. Off hand, I would suggest Sun for the ability against Undead. But if you know you won't face many of those... I would then say Strength.

Now, each day, you can select ONE bonus spell per spell level. The spell MUST be from one or the other Domain (NOT both).

As for skills, you get a total of (2 + Int modifier) x 9 points to spend, and no more than 9 in any one skill. Again, we would need to know stats to better help you here... But I would pick these skills, in this order: Concentration, Heal(This is probably the First Aid you mentioned), Knowledge - Religion, Spellcraft, then either a Proffesion of Craft skill.

Now, for your spell selections:

As a Cleric of Pelor, you can spontainiously convert any prepared spell (Except your bonus spell from your Domains) to a Cure spell (Any spell with Cure in the title). So your spells selection isn't that critical. Also, the spell slots you are listing, those are your DAILY selections. You can alter that from day to day if you feel it is necessary (with some restrictions that might not be impossed by your DM.)

But I would recommend your daily list look something like this:

0 Level

2 x Detect Magic
Detect Poison
Light
Read Magic

1st Level

Divine Favor
Entropic Shield
2 x Shield of Faith

2nd Level

Bulls Strength (To cast on the main warrior of your group before a big fight)
Owls Wisdom (For yourself before the fight - raises the DD of your spells by 2 effectively)
Restoration, Lesser (You never know when you need to restore lost attribute points)
Sound Burst (Sonic damage is the least likely to be resisted, so it just might save the day.)

3rd Level

Dispel Magic
Magic Vestment
Prayer


But please, feel free to adjust this as you learn how your game is going to be run.

As for the bonus Domain spells, it sounds like sticking with you Healing Domain spells are your best choice - especially not knowing what your second Domain will be.

If I have confused you more, let me know and I will try and clear things up a bit.
 
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