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HOMMLET MOATHOUSE
NULB
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Ferofist,
Male Dwarven Cleric of Moradin 10
Alignment:
Lawful Good
Strength:
16
Intelligence: 12
Constitution: 17
Wisdom: 17
Dexterity: 14
Charisma: 15
1)
Why He’s Included
With
the exception of my Paladin, I named my characters after the members
of the fallen pantheon from Bard’s Tale 3. Just a little ‘for
your information’. Whether it's healing wounds, or curing
various afflictions, Clerics are the best healers in the D&D
rule system. They also come with a variety of spells that bolster
the party’s defences. ToEE offers a wide variety of clerical
abilities depending on the patron deity chosen for the Cleric.
I went
with the Cleric of Moradin for a number of reasons. My Paladin is
the only dedicated fighter present in the party. As such I try to
develop my Cleric, the only other character who can wear plate armor
effectively, in such a way that he can participate in melee combat
meaningfully. This need is more acutely felt for my party having
5 members in it instead of the usual 6. In this regard, the Cleric
of Moradin is ideal. A Dwarf with a high Constitution score will
be able to withstand a considerable amount of punishment. The Constitution
score will also enable him to succeed at his Concentration checks
to avoid having his spells being disrupted. With the right feat,
he’ll be able to make full use of the powerful Great
Cleaver, found later in the game. The Cleric of Moradin is also
able to cast Stoneskin upon reaching the 9th level. The ability
to use this spell in conjunction with wearing plate armor and a
shield is a considerable boon indeed.
2)
Ability Score Increases
4th / +1 to
Constitution
Perfectly logical,
since it will increase his Fortitude saving throws, and his Hit
Points.
8th / +1 to
Wisdom
Emphasizing
Wisdom increases the Cleric’s Will saves, increases the number
of spells he can prepare, and increases the Difficulty Class of
his spells when enemy targets are forced to make a saving throw
against them.
3)
Skills
Concentration
– A thoroughly logical choice for any spellcasting profession.
Sometimes you just can’t avoid an attack of opportunity, or
Cast Defensively, or otherwise avoid the need to make this skill
check.
Heal
– Sometimes a character is going to hit 0 hit points. From
that point onwards, the character is going to lose 1 hit point every
round. Once hit points reach -10, that character will die. The Heal
skill is readily available to prevent this. Divine spellcasters,
with their high Wisdom score, are ideal candidates for this skill.
4)
Feats
1st Level /
Improved Initiative
For any spellcasting
class, the ability to get off a spell first before monsters can
close in and threaten attacks of opportunity, or otherwise take
the initiative, is of great importance.
3rd Level /
Combat Casting
Sometimes casting
a spell in the heat of combat just can’t be avoided. This
is especially true for the Cleric. Often the Cleric may very well
have to risk an attack of opportunity in order to revive a comrade
in peril. Anything that can be done to improve the chances of making
that Concentration check should be done.
6th
Level / Martial Weapon Proficiency: Handaxe
This
allows my cleric to wield the powerful Great
Cleaver without any penalty.
9th
Level / Craft Magic Arms and Armor
I
previously had Ferofist acquire Lightning Reflexes in order to mitigate
a bad Reflex Saving Throw bonus. I reasoned that since he’ll
eventually find an item that boosts his saving throws later in the
game, I could go with something else. I went with Craft Magic Arms
and Armor. Sure, Valarian will have it.
But it often helps to have a character with priestly spells who
is able to enchant items as well. Ferofist selects the Earth and
Good Domains. As such, he is able to imbue weapons with the Holy
property, allowing such weapons to score an extra 2d6 of damage
against evil targets.
Feats not Included
/
Extra Turning,
Improved Turning – I’ve never been a big fan of turning
the undead. My preference is to hack them apart with anti-undead
weapons, or blow them away with anti-undead spells (e.g. Sunray).
Silent Spell
– I’m not a big fan of feats that require you to expend
high spell-level slots either. As far as I know, Silence is the
only 3.5e spell that poses this threat. Being a 2nd level spell,
the Difficulty Class to save against it will be rather easy. Add
to that the fact that my Cleric has a high Wisdom score, I figure
I shouldn’t bother.
Still Spell
– Similar logic as with Silent Spell. I reason that my Cleric
shouldn’t need it once he finds a Ring of Free Action.
5)
Spell Selection
I won’t
be delineating with precision the full details of how my cleric
prepares his spells. I’m content to provide some general guidelines.
There are some bases that you need to cover:
Healing Spells
– Spells that restore lost hit points are a must. Not only
do they save you a load of time while resting, they can also become
crucial when party members are very close to having their hit points
brought to zero.
Curative Spells
– Neutralize Poison, Remove Disease, Remove Blindness, etc.
The Cleric should come ready with an answer for anything that afflicts
his comrades. Disease is an especially serious concern in ToEE.
Diseases have an incubation period of a day or more, such that you
won’t notice it until much later. Among the effects are permanent
loss of ability points, something you definitely don’t want
to happen.
Protective
Spells – Have at least a couple of spells in store that beef
up your defences. Magic Circle Against Evil is ideal to protect
multiple party members, and its duration is long enough to justify
casting it before you enter a dungeon. Death Ward and Spell Resistance
also suggest themselves. With the Cleric of Moradin, a great boon
is the ability to couple the Stoneskin spell with the wearing of
plate armor and a shield.
Combat
Buffers – Since the cleric has to shoulder physical combat
at times, it often makes sense to carry a spell or two that augment
his fighting prowess. Spells like Divine Power and Dispel Evil recommend
themselves.
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