Why Cleric is the best solo single class character.

Discussion in 'The Temple of Elemental Evil' started by Endarire, Dec 1, 2017.

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  1. Endarire

    Endarire Ronald Rynnwrathi

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    Intro
    Greetings, all!

    This is a post I've been meaning to add to this board for weeks now, and here we are!

    I was pondering which class would be best for soloing ToEE, and was reminded of the Cleric. D&D 3.5 optimization fans are likely familiar with the CoDzilla phrase (Clericzilla or Druidzilla) due to each class being spiffy, largely self-sufficient, and powerful.

    Vanilla ToEE has a variety of factors which bring out a Cleric's strengths, but Co8 New Content and Temple+ can just continue this trend:

    Vanilla ToEE
    -Chassis: d8 HP, 2 good saves (Fotitude & Will), 3/4 BAB, 2+INT modifier skill points. Druids get a slightly better skill list with more skill points, but this is solid for this game.

    -Alignment: Can be ANY alignment, but CG or CN is likely most mechanically beneficial. A very important note is that Clerics in this game can't become Ex-Clerics the way Paladins can become Ex-Paladins, which is very handy.

    -Proficiencies: Proficient with all simple weapons (including the mighty Longspear and Sling!), shields, and all armors. Domains can grant extra proficiencies.

    -Armored casting: Armor and shields don't have spell failure for Cleric spells! This is potentially huge!

    -Full spell list knowledge: Clerics, Druids, and all divine casters know all spells of all spell levels they can cast. This is huge! (Remember, not all spell scrolls are available in vanilla ToEE for purchase or pick up.)

    -Domains: Pick 2 that suit you (like Good, War, Law, or/and Strength) and you can expand your spell list, get extra feats/proficiencies, or/and other goodies.

    -Protection from Evil and Magic Circle. Immunity to [Mind-Affecting]. Most or all things in ToEE that offer a Will save are [Mind-Affecting].

    -Crafting: Can make aligned (Holy/Unholy, Axiomatic/Anarchic) weapons and many other Wondrous items too.

    -Spell list: Spontaneous cure spell conversion, plus buffs (like freedom of movement, death ward and animal buffs), summons, minor direct damage, and domain spells.

    -Turn Undead: Useful in the early game to make Zombies and Skeletons flee. Useful later to make higher-grade Undead flee and lower-grade Undead outright explode.

    -Feats: They can take Improved Initiative, Combat Reflexes, Power Attack, Cleave, and traditional melee feats just like everyone else who qualifies. They can also take and benefit from metamagic feats like Extend Spell and Quicken Spell.

    Co8 New Content
    -Heal: Allies go from near death or uselessness to full or near full HP with lots of usefulness!

    -Holy Word: Wow. Just boost your caster level (usually just by being in a small party and leveling up or/and from the Good Domain) and make minions die in a large self-centered AoE repeatedly every day!

    -Prayer Beads of Karma: +4 caster levels for 10 min/day for buffs and holy word make this a serious consideration for swapping one of the Swords of Answering, especially in a 1- or 2-PC game.
     
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  2. Daryk

    Daryk Veteran Member

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    Clerics win based on just one magic item: the Periapt of Wound Closure. As implemented in TOEE, it gives you Troll-like regeneration, and no other item can give you anything that useful.
     
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