So I am more interested in RP than power... but I would like to at least hold my own PvM. I am attempting a Lolth worshipping Priestess and as such I enjoy smashing stuff (IC and OOC). Clearly I could go straight cleric but I am interested in Hierophant and what it has to offer (especially RP wise) but does it have an advantages mechanically over pure cleric? I also considered perhaps Thaumaturge (not sure spelled it correctly) so I could have a permanent demonic slave...
I guess what I'm asking is how can I clean up my thoughts on this "build" and make it viable late game? Certain feats and such I should definitely go for while certain ones to avoid? I decided to go with a warhammer as I like it more than maces, but if whips became available I'd gladly exchange my martial proficiency for exotic...
New to game/server, Cleric Build
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chad878262
- Posts: 9332
- Joined: Thu Sep 18, 2014 6:55 pm
Re: New to game/server, Cleric Build
pretty tough to mess up cleric and Hierophant certainly adds power, though not as much for a melee type as for caster/ turning focused clerics. Thanks to divine power you can grab Thaumaturge with little impact on build, just remember you'll need wards for you and your devil slave.
You'll want extend spell, for domains darkness gives free blindfight, but the others are less beneficial for you. Smite infidel benefits from staying pure, turn outsider is decent, but Thaumaturge doesn't progress turn undead.
I would day get 21 STR/ CHA so you can use edm and divine shield. WIS 17 to hit 20 with a +3 item or 16 if strays become an issue.
You'll want extend spell, for domains darkness gives free blindfight, but the others are less beneficial for you. Smite infidel benefits from staying pure, turn outsider is decent, but Thaumaturge doesn't progress turn undead.
I would day get 21 STR/ CHA so you can use edm and divine shield. WIS 17 to hit 20 with a +3 item or 16 if strays become an issue.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
- KhaosKid
- Posts: 23
- Joined: Fri Mar 24, 2017 7:20 pm
Re: New to game/server, Cleric Build
I chose the spider domain as well because I liked the idea of controlling spiders, or at least turning them away. So how could I make an effective melee/turning cleric? Would the same advice pretty much ring true?
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Sun Wukong
- Posts: 2837
- Joined: Thu Jan 05, 2017 3:05 pm
Re: New to game/server, Cleric Build
As a cleric that wants to melee, you need strength for AB, wisdom for spells, and charisma for turn undead. You cannot have it all, etc, not unless you make use of items to boost your wisdom stat. Therefore I would recommend the following build: http://nwn2db.com/build/?277122
You buff yourself up and your spider summons while you do lots of damage per hit, and that's about it.
You buff yourself up and your spider summons while you do lots of damage per hit, and that's about it.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
- KhaosKid
- Posts: 23
- Joined: Fri Mar 24, 2017 7:20 pm
Re: New to game/server, Cleric Build
I can't view it... it says its not public.
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Sun Wukong
- Posts: 2837
- Joined: Thu Jan 05, 2017 3:05 pm
Re: New to game/server, Cleric Build
Sorry, my bad, the builds used to be public by default. Anyhow, the build doesn't get Warhammer Weapon proficiency, but you can make use of Clubs, Morningstars, Quarterstaves, and Spears. Both Clubs and Morningstars have pretty neat appearances on this server, not to mention that since both are less used weapons, you can get a great weapon on a bargain.
As for damage:
1d6 (Club)
+ 5 (Greater Magic Weapon)
+ 20 (Improved Power Attack)
+ 16 (Strength modifier with Divine Power)
+ 3 (Divine Favor)
+ 3 (Rigtheous Might)
+ 1d6 (Aura versus Alingment)
= 54~ (On avarage hit)
And you do not need to fully buff up, you just need to toggle on your IPA and cast Divine Power.
As for damage:
1d6 (Club)
+ 5 (Greater Magic Weapon)
+ 20 (Improved Power Attack)
+ 16 (Strength modifier with Divine Power)
+ 3 (Divine Favor)
+ 3 (Rigtheous Might)
+ 1d6 (Aura versus Alingment)
= 54~ (On avarage hit)
And you do not need to fully buff up, you just need to toggle on your IPA and cast Divine Power.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.