Cleric of Fharlanghn

kayn99

First Post
Hello all,

Well I am going to play a game coming up and I was hoping to make a cleric of Fharlanghn. I was hoping to see if anyone has any tricks for a cleric of this god or any tips. I always enjoyed the clerics of the less played gods and this one should be fun.

Kayn
 

log in or register to remove this ad



There is thr celerity domain which is also not too bad, but I am looking for a bit more than domains. I looking for what works for this god / cleric: feat trees and PRCs

Kayn
 

I know that most Clerics I have made have just gone the straight cleric route. It always seems to be the best choice at the time.
 

Heh, those are the three domains for my cleric16/contemplative1.


Quicken Spell and DMM Quicken seem to work well for Fharlanghn, flavor-wise.
 

seans23 said:
Quicken Spell and DMM Quicken seem to work well for Fharlanghn, flavor-wise.
...says the guy with Maximize Spell and DMM Maximize...

I don't agree, though. Fharlanghn strikes me as an Extend Spell/DMM Extend kind of guy. He's all about the long haul.

Picking up Contemplative for the extra domain is key, though. Note that sometimes even the Lucky get imploded by death slaadi. Then they get reincarnated as an orc, fulfilling that Lucky thing, after all. Dammit.
 

Bad Paper said:
...says the guy with Maximize Spell and DMM Maximize...
I don't agree, though. Fharlanghn strikes me as an Extend Spell/DMM Extend kind of guy. He's all about the long haul.

Yeah, but I made a lot of mistakes with my character. If I did it again I'd probably go with Extend or Empower, with the DMM. Improved Turning was a total waste. I'd probably swap that for Disciple of the Sun

Bad Paper said:
Picking up Contemplative for the extra domain is key, though. Note that sometimes even the Lucky get imploded by death slaadi. Then they get reincarnated as an orc, fulfilling that Lucky thing, after all. Dammit.

Woohoo!
 

If we are talking DMM, nothing beats the utility of DMM: Quicken. ...and why would a disciple of Fharlanghn not be quick? :)
 

Nail said:
If we are talking DMM, nothing beats the utility of DMM: Quicken. ...and why would a disciple of Fharlanghn not be quick? :)
It is bestable by DMM: Persistent Spell. But DMs tend to be alergic to chedder.

There's lots of things you can do.

You want mechanical optimization? Pretty simple, clerics are difficult to go overly wrong with.

What role do you want to fill?

Healing? Divine Metamagic (Persistant Spell) Mass Lesser Vigor makes the FIGHTER a powerful character (once you have DM complicity in it, anyway - endurance run, lots and lots of mooks; and it can be tricky to make the Fighter shine without crippling the Wizard after about level 10 or so, and that's one of the ways to do it). Cheese-free, get a Wand of Cure Light Wounds for outside combat, and take the Positive Energy Channeling side. Fharlanghn's neutral, himself.

Melee/Archery? Quicken Spell, and clerical buffs. There's a lot of "Me Thog, you pancake" cleric spells to make the Fighter jealous... for 1 round/level. There's also Magic Vestments and (Greater) Magic Weapon to save coin for Wisdom boosters.

Buffing? Reach spell (for some) and clerical buffs. There's lots of other-buff spells on the cleric list.

Sneaking? Well, wrong domains for that....

Or should I say "What do you want to be today?" There's really only one or two needed feats for any given specialty; most of it is dominated by your spell selection, which you can change, daily. Don't dump strength too badly, and you can play around in melee. Quicken spell lets you cast without fear of AoO's (as does Concentration... for the most part). Fullplate and a shield are good investments.

What kind of flavor do you want? I'm personally fond of the cleric of Fharlanghn that goes around making travel easier - Summon Monster III (Celestial Dire Badger) leaves a useable tunnel in anything softer than solid rock (it's in the description) - and by a curious quirk of RAW, a Celestial Dire Badger understands common (no language specified, Int 3, understands common by default - but take Celestial anyway, just to pacify your DM). Useful for things like widening roads, flattening hills, or carving shelters. If you get a little higher up, combine Wall of Stone with Stone Shape, and carry stone tiles to seed the wall. Make a stone hut wherever you stop for the night, and use Stone Shape to carve Fharlanghn's symbol on the side (and get tiles for the next one). Also works for bridges.

Basic build? Pure Cleric. Nothing else is much needed, really. If there's not a Wizard in the party, take Scribe Scroll for all those nifty "next day" spells so you don't need to prepare them (if you have a Wizard, convince him to collaberate on scrolls with you); Craft Wondrous Item and Craft Wand are handy in campaigns where you can't go shopping (but again, ideally convince the Wizard to take them, and collaberate). Quicken spell is really handy - it can be used for a lot of things - as can Reach Spell.
 

Trending content

Remove ads

Top