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  1. - Top - End - #541
    Bugbear in the Playground
     
    thereaper's Avatar

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Yorrin View Post
    You really want a headache? Picture the staff + shield Cleric from the above discussion with Polearm Master making attacks with each end of his staff with one hand
    Why is that weird? You strike with the staff normally, bring it vertical and let go for an instant so you can grab it higher up the shaft, then do an underhand thrust. It's extremely inefficient, but looks cool. In other words, it's just like all the other fighting techniques in D&D. ;)
    Wolfen Houndog - The World in Revolt (4e)
    The Mythic Warrior, a 3.5 base class that severs limbs and sunders armor
    The Nameless One, converted to 3.5

  2. - Top - End - #542
    Barbarian in the Playground
     
    MonkGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by thereaper View Post
    Why is that weird? You strike with the staff normally, bring it vertical and let go for an instant so you can grab it higher up the shaft, then do an underhand thrust. It's extremely inefficient, but looks cool. In other words, it's just like all the other fighting techniques in D&D. ;)
    Reality is just a concept in a retro-fantasy game... or SCA shenanigans... or LARPs... or {fill in blank game}
    Preferences: Role play over optimization; Dwarf over Human over Elf over Gnome; War games over FRPG over SFRPG; Zorro over Batman over Robin Hood.

  3. - Top - End - #543
    Pixie in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Awesome guide. Was hoping to get some advice. First time playing DnD I am in adventure league group. I decided I wanted to play a hill dwarf tempest cleric for the roleplaying aspect as well as the cleric seems awesome.

    My DM gave us all set stats to place how we wanted. after racial bonuses my stats are

    STR 14
    Dex 13
    Con 15
    Int 8
    Wis 16
    Chr 10

    I plan to play as secondary tank with some aoe damage spells for when I get surrounded. I wear heavy armor and use Warhammer and shield giving me an AC of 18.
    First I'm just asking for any advice.
    Secondly if warcaster would be good for me or resilient feats.
    Third was wondering if I should boost Wis first then try to get a feat then when I'm level 12 put a point into my con then put a point into STR so I can wear plate mail.

    Any advice would be appreciated.

  4. - Top - End - #544
    Orc in the Playground
     
    ClericGuy

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    Sep 2015

    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by SamuraiKrylo View Post
    Awesome guide. Was hoping to get some advice. First time playing DnD I am in adventure league group. I decided I wanted to play a hill dwarf tempest cleric for the roleplaying aspect as well as the cleric seems awesome.

    My DM gave us all set stats to place how we wanted. after racial bonuses my stats are

    STR 14
    Dex 13
    Con 15
    Int 8
    Wis 16
    Chr 10

    I plan to play as secondary tank with some aoe damage spells for when I get surrounded. I wear heavy armor and use Warhammer and shield giving me an AC of 18.
    First I'm just asking for any advice.
    Secondly if warcaster would be good for me or resilient feats.
    Third was wondering if I should boost Wis first then try to get a feat then when I'm level 12 put a point into my con then put a point into STR so I can wear plate mail.

    Any advice would be appreciated.
    Warcaster is the feat to go for if you're planning on being in combat and concentrating on spells. Get that first, then bump strength and con.

  5. - Top - End - #545
    Bugbear in the Playground
     
    Yorrin's Avatar

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by McNinja View Post
    Warcaster is the feat to go for if you're planning on being in combat and concentrating on spells. Get that first, then bump strength and con.
    Yeah, hitting that full Plate minimum would be really nice, so this is solid advice. After that I'd say max Wis. Resilient is nice, but not necessary, so I'd save it for later levels if at all.

  6. - Top - End - #546
    Bugbear in the Playground
     
    NecromancerGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by SamuraiKrylo View Post
    Awesome guide. Was hoping to get some advice. First time playing DnD I am in adventure league group. I decided I wanted to play a hill dwarf tempest cleric for the roleplaying aspect as well as the cleric seems awesome.

    My DM gave us all set stats to place how we wanted. after racial bonuses my stats are

    STR 14
    Dex 13
    Con 15
    Int 8
    Wis 16
    Chr 10
    I'm confused. This looks like the standard array, but you have 2 13s. Either your Con should be 14 (with a 12) or your Dex should be 12... I'm guessing you just typed one of the numbers wrong...

    Quote Originally Posted by SamuraiKrylo View Post
    I plan to play as secondary tank with some aoe damage spells for when I get surrounded. I wear heavy armor and use Warhammer and shield giving me an AC of 18.
    First I'm just asking for any advice.
    My advice: Drop Dex to 12 to get you AL compliant. Tempest grants all martial weapon proficiency; use them. Sure, warhammers are iconic, but not everything can be bashed to death... I suggest grabbing a longsword and rapier for slashing and piercing damage respectively. All do a d8 when used S&B, and all can be used with strength, so there's no loss of DPR. Depending on how your combats actually roll out, boost strength before wisdom if you're going to be in melee all the time. Use party supporting spells like Bless instead of blasting with lightning. OTOH, if you find that by 4th level, you're enjoying the blasting aspect more than going toe to toe, boost wisdom and nuke from range. You'll still be quite capable in melee when the inevitable happens and your AC will keep you safe. (I'm playing a melee capable bard with a 15 in my highest stat, and even with a +4 to hit from Dex and proficiency, I'm keeping up with the rest of the party.)


    Quote Originally Posted by SamuraiKrylo View Post
    Secondly if warcaster would be good for me or resilient feats.
    Both Warcaster and Resilient Con are great feats. In the end, which to choose depends a bit on how combat actually ends up. Presuming you drop Dex to 12, Resilient will boost your Con to 16 which will definitely help you survive, and will increase your likelihood of making concentration checks. If you find that you're still dropping the checks in combat, picking up Warcaster will definitely help. OTOH, if you're constantly finding yourself surrounded, Warcaster is great, allowing you to cast while still being combat capable. Don't assume to rely on the Opportunity Attack, however. Most things will Disengage instead of opening themselves up to an OA.

    Quote Originally Posted by SamuraiKrylo View Post
    Third was wondering if I should boost Wis first then try to get a feat then when I'm level 12 put a point into my con then put a point into STR so I can wear plate mail.
    Well, you're a dwarf, you can wear plate with no issues with a 3 Strength. Boost your strength if you want to be better at melee - but if your plan is to just be a tank with spells, leaving your strength at 14 is fine.
    Last edited by Theodoxus; 2017-08-10 at 07:31 AM.
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  7. - Top - End - #547
    Pixie in the Playground
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    Default Re: The Devout and the Dead: a guide to Clerics

    Hmmmmm not sure how i got the messed up. I'll take my Dex back down before first session.

    So I've found out that the rest of my party will be the paladin a Dex based melee fighter a bard and a wizard. The bard I'm told plans to mostly be buffing the party. So I'm thinking most of the time I will spend doing some blasting and some healing then protecting back line or moving up to front if to many bodies. None of that sounds original be we are pretty much all new.

    So I think I will go with resilient Con at lvl 4 then raise my wisdom. If we make it to higher levels will probably put 2 more in strength then grab warcaster.

    And thanks for the reminder I had forgotten that dwarves don't reduce their speed for not meeting armor STR

  8. - Top - End - #548
    Barbarian in the Playground
     
    MonkGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by SamuraiKrylo View Post
    Hmmmmm not sure how i got the messed up. I'll take my Dex back down before first session.

    So I've found out that the rest of my party will be the paladin a Dex based melee fighter a bard and a wizard. The bard I'm told plans to mostly be buffing the party. So I'm thinking most of the time I will spend doing some blasting and some healing then protecting back line or moving up to front if to many bodies. None of that sounds original be we are pretty much all new.

    So I think I will go with resilient Con at lvl 4 then raise my wisdom. If we make it to higher levels will probably put 2 more in strength then grab warcaster.

    And thanks for the reminder I had forgotten that dwarves don't reduce their speed for not meeting armor STR
    I play Dwarf mostly in 5e so far but itook a while for that last to sink in.

    It is a nice trait to have.
    Preferences: Role play over optimization; Dwarf over Human over Elf over Gnome; War games over FRPG over SFRPG; Zorro over Batman over Robin Hood.

  9. - Top - End - #549
    Pixie in the Playground
     
    DwarfClericGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Hey, looking for some guidance on a War Domain build. I'm currently level 1 Mountain Dwarf with the following stats:

    Str: 16
    Dex: 10
    Con: 16
    Int: 8
    Wis: 15
    Cha: 10

    I'm in a campaign that will go into Temple of Elemental Evil. Other party members are an archer Ranger, Wizard (unknown future school), and a Paladin. I'm looking to go into fighter for at least three levels. My primary fighting method is in the front lines with the Paladin. At lower levels I can cast bless and Spiritual Hammer. I was thinking of going 4 levels in cleric and picking up War Caster at level 4, and then do another 4 levels of cleric. At level 8 I'll pick up WIS +2. At level 9 go into fighter for 3 levels up to 11. At 11th level I'll go into Battlemaster. Then we'll see where things stand with the adventure. Not sure how viable war domain is vs. Tempest. From what I read Tempest is very strong especially with Booming blade (if picked up) and other niche spells. Thoughts?

    Thanks!

  10. - Top - End - #550
    Bugbear in the Playground
     
    Yorrin's Avatar

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Arcticzero View Post
    Hey, looking for some guidance on a War Domain build.
    It sounds like you've got a pretty strong idea of the build, and I'd agree with pretty much all the choices you outline.

    Here's the deal with War vs Tempest- War is better designed for big weapon damage on 2-handers or bows with the appropriate -5/+10 feat, whereas Tempest is better designed for big spell damage with something like a maximized shatter. A war cleric is still just as good with Guiding Bolt and eventually Flame Strike, and a Tempest Cleric is still quite skilled with weapons, though, so it's just a matter of emphasis. Basically do you want to focus on weapons or spells for your nova rounds?

  11. - Top - End - #551
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: The Devout and the Dead: a guide to Clerics

    Quote Originally Posted by Arcticzero View Post
    At level 9 go into fighter for 3 levels up to 11. At 11th level I'll go into Battlemaster.
    Consider EK instead of Battlemaster. At 11th level, you'll have an extra 4th and a 5th level spell slot, and the ability to cast absorb elements and shield is likely better than any combat maneuvers you're going to get IMO. I played the "fighter/magic-user/cleric" build to EK 3/War Cleric 9 and it was a lot of fun. I planned on going to EK 11/Cleric 9, but the campaign didn't go that long.

  12. - Top - End - #552
    Ettin in the Playground
     
    Kobold

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    Default Re: The Devout and the Dead: a guide to Clerics

    The more fighter levels you want the more EK gets better. For instance while at three you get some nice 1st level spells like shield and more spell slots at level 7 you can now use a cantrip and make a weapon attack which is some nice at will damage and you could be doing that with booming blade in melee (very thematic for a tempest cleric) or sacred flame for a ranged weapon user. Either way very nice.
    A vestige for me "Pyro火gnus Friend of Meepo" by Zaydos.

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