Hello everyone,
I was just able to recover my Cleric toon that I played back in the day when I was a subscriber - some time around 2006/07. I've since played a few f2p toons , but not a cleric. A few things left a bad taste in my mouth about playing one, but I can't remember exactly they were. TBH though, the main reason was that I lacked experience with D&D 3e, with really only the Nevewinter Nights 1 videogame as my experience at the time with the system. I've since played & DM'd the Pathfinder Tabletop and other D20-based RPGs, so I'm a bit more confident and comfortable with the system which is somewhat reflected in the Elven lvl 8 Paladin of the Undying court that I rolled up in 2016.
I'm wondering if my cleric is even salvageable and if so, what might be some things to change. Back in the day when I played that toon there wasn't even enhancements and IIRC the level cap at the time was 12. My clerics also multiclassed with 1 level of Fighter, which IIRC I did to get some Jump and Swim skill.
Any feedback or suggestions as to whether I can make my Cleric viable or should just let them continue to slumber in their grave, would be much appreciated. And if it helps, I have a enough XP to level up. The biggest concern I have is the low CHA, which is factored into Turn Undead. Some of the abilities, skills and gear makes me chuckle, but I believe it was more of a challenge back then - especially for such a clueless player. I mean...who was I fooling that I could sneak past or bluff anyone.
[Edit] Should probably mention that I'd only play them as f2p.
Anyhoo...here's my toon's stats.
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Nordhri Dokalfa, Dwarf, Lawful Neutral Cleric 5, Fighter 1)
STR 15 (+2), DEX 10, CON 14 (+2), INT 10, WIS 17 (+3), CHA 11
HP 105, SP 317, AC 27 +2, Fort +8, Reflex +1, Will +7, BAB +4
Resistances: All 0 except, Physical 18, Magical 10
Skills: Balance -2, Bluff 3, Concentration 9, Diplomacy 3, Heal 6, Jump -2, Listen 3, Search 2, Spellcraft 0, Spot 8, Swim -9
(there's other skills listed but they're all negatives)
Feats: Attack, Cleric Spontaneous Casting, Defensive Fighting, Dismiss Charm, Dwarven Stability, Dwarven Stonecunning, Exotic Weapon Proficiency (Dwaven Waraxe), Extra Turning, Giant Evasion, Heavy Weapon Proficiency, Heroic Durability, Improved Heroic Durability, Magical Training, Weapon Proficieny (Battleaxe, Greataxe, Handaxe, etc...), Mental Toughness, Orc & Goblin Bonus, Poison Save Bonus, Religious Lore, Shield Proficiency (general), Sneak, Spell Save Bonus, Sunder, Toughness, Tower Shield Proficiency, Trip, Turn Undead (Cleric), Weapon Focus, (Slashing Weapons [Dwarven Waraxe])
Spells:
Level 1 - Shield of Faith, Bless, Cure Light Wounds, Bane, Command
Level 2 - Lesser Restoration, Bulls Strength, Cure Moderate Wounds, Resist Energy
Level 3 - Remove Curse, Sumon Monster III, Cure Serious Wounds
Enhancements: none
Gear:
+1 Shock Dwarven Waraxe, +3 Full Plate Heavy Armor, +4 Heavy Steel Shield, Armored +1 Bracers, Ogre Power +2 Belt of Light Fortification, Striding (+5%) Boots of Shocking Grasp, Ogre Power +1 Gloves of Escape +3, Charismatic +1 Cape of Hiding +3, Health +1 Neclace, Devotion Helm of Power 1, Ring of Bluffing +3, Goggles of the Eagle +5, Ring of the Eagle +3