style="font-family: tahoma;">The Switch Hitter Cleric
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By
Serenity
I've called this particular cleric
build the switch hitter because she is just that. She can stand back
and simply heal in a very party-friendly way or she can step forward
and deal quite a bit of damage in her own right. In the name of her God
or Goddess she can melee against the foe or stand back and let her holy
magic do its thing. Making her a human was important to me so that I
could make effective use of the bonus feat right off the bat.
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This isn't a cleric build for the
masses. I created this character
after playing a few other classes and feeling lost. I wanted to be able
to keep myself alive but at the same time heal myself and heal those
around me. So I did some research and set out to create just the right
cleric.
After making it to level 12 and
surviving some of the high level
dungeons, including my first dragon raid, I feel as though I've been
successful. I'm able to heal and hand out uses of divine vitality as
well as hit my target with spells and decent melee attacks. A master of
turning undead this cleric is not, but it was never meant to be, so it
worked out well.
Starting
abilities:
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Human (28 pt) Human (with
Bonuses) Human (32 pt)
Str 16
Str 20
Str: 16
Dex 12
Dex
13 Dex: 14
Con 14 Con
14 Con: 14
Int 8
Int 8
Int: 10
Wis 17 Wis 25
Wis: 17
Cha 8 Cha 8
Cha: 8
Regarding ability scores:
Please
note that my focus throughout leveling has been on my Wisdom in order
to
maximize spell points. Yes, other stats haven't changed a bit, but
that's
because I haven't set out to change them. Items are available to
increase lower
stats, if you desire to do so.
(Below
information based upon 28
point build, level 14)
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style="font-family: tahoma;">Hit
Points: 191
Armor
Class: 12 + Items/spells
Saving
Throws:
Fortitude: +11
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Reflex: +5
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Will: +16
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Class/Race
Features:
+4 Skill points at level 1/+1 Skill
point past level 1
Bonus Feat at level 1
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Spell casting speed
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Skills:
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Concentration: 19
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Heal: 23
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Feats:
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Mental Toughness,
Improved Mental Toughness,
Extend Spell, Dodge, Toughness, Extra Turning
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Enhancements:
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Human Adaptability
Wisdom 1
Cleric Concentration 2
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Cleric Prayer of Smiting 1
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Cleric Prayer of Life 2
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Cleric Life Magic 4
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Energy of The Zealot 4
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Clerics Wisdom 2
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Cleric Divine Vitality 2
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Cleric Extra Turning 2
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Cleric Wand Mastery 1
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Note
on Enhancements: Though I have made use of the Extra Turning Feat
and Enhancements, please be aware that for this specific build they
were chosen to provide the maximum number of Divine Vitalities possible.
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Spells
(DC 17 + spell level)
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Spell Points: 846 (base 430 + Feats
145 + Enhancements 110 + Ability
bonuses 161)
Level 1: Bless, Cure
Light Wounds, Nimbus of
Light, Protection From Evil, Remove Fear, Shield of Faith
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Level 2: Aid, Bear's Endurance, Cure
Moderate Wounds, Hold Person,
Lesser
Restoration, Resist Energy
Level 3: Cure Serious Wounds, Glyph
of Warding, Protection From Energy,
Remove
Curse, Remove Disease, Searing Light
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Level 4: Cure Critical Wounds, Death
Ward, Holy Smite, Neutralize
Poison,
Restoration, Divine Power
Level 5: Cure Light Wounds (Mass),
Flame Strike, Greater Command, Raise
Dead,
Spell Resistance, Slay Living
Level 6: Blade Barrier, Comet Fall,
Cure Moderate Wounds (Mass), Heal,
Harm
Level 7: Cure
Seriuos Wounds (Mass), Inflict Serious Wounds (Mass), Destruction,
Symbol of Stunning
Spell Notes: The
spells listed above are a mix of offensive
and defensive spells. The key to playing this build effectively is
trying to
know ahead of time what spells will be most useful to you and your
party. Some
parties to some instances require more buffs than other parties in
other
instances. Don't be worried about swapping spells in and out to suit
your
specific needs. Spell changes are a part of the job when playing this
build.
Detailed progression
by level:
Level
1
Class: Cleric
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Feats: Mental Toughness, Toughness
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Skills: Concentration +4, Heal +4
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Enhancements: Energy of The Zealot
1, Cleric Life Magic 1
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2
Class: Cleric
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Skills: Concentration +1, Heal +1
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Enhancements: Extra Turning 1,
Divine Vitality 1, Cleric Wisdom 1,
Cleric Concentration 1
Level 3
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Class: Cleric
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Feats: Extra Turning
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Skills: Concentration +1, Heal +1
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Enhancements: Cleric Wand Mastery 1,
Cleric Prayer of Life 1, Cleric
Prayer of Smiting 1
Level 4
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Class: Cleric
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Ability Score: Wisdom +1
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Skills: Concentration +1, Heal +1
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Enhancements: Cleric Concentration
2, Cleric Life Magic 2, Cleric Extra
Turning 2
Level 5
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Class: Cleric
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Skills: Concentration +1, Heal +1
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Enhancements: Energy of The Zealot
2, Cleric Divine Vitality 2
Level 6
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Class: Cleric
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Feats: Improved Mental Toughness
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Skills: Concentration +1, Heal +1
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Enhancements: Human Adaptability
Wisdom 1, Cleric Wisdom 2
Level 7
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Class: Cleric
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Skills: Concentration +1, Heal +1
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Enhancements: Cleric Prayer of Life
2, Cleric Life Magic 3
Level 8
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Class: Cleric
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Ability Score: Wisdom +1
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Skills: Concentration +1, Heal +1
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Level 9
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Class: Cleric
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Feats: Extend Spell
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Skills: Concentration +1, Heal +1
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Enhancements: Energy of The Zealot 3
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Level 10
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Class: Cleric
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Skills: Concentration +1, Heal +1
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Enhancements: Cleric Wisdom 3
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Level 11
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Class: Cleric
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Skills: Concentration +1, Heal +1
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Enhancements: Cleric
Life Magic 4
Level 12
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Class: Cleric
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Feats: Dodge
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Ability Score: Dexterity +1
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Skills: Concentration +1, Heal +1
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Level 13
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Class: Cleric
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Skills: Concentration +1, Heal +1
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Enhancements: Energy of the Zealot 4
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Level 14
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Class: Cleric
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Skills: Concentration +1, Heal +1
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