Equipment**NOTE: Magic Vestment and Greater Magic Weapon are amazing at saving clerics money for other, also amazing, items**
Armor[spoiler]
Types- Full Plate: Standard Cleric issue. Remember, use the best of what you have. +13 Armor bonus is better than just about anything else. Not to mention you can add all kinds of cool enhancements to it.
- Armor Spikes: If you can get +1 Defending armor spikes and cast Greater Magic Weapon, that's a solid +5 to your armor for a minimal investment. If you plan on using the spikes in combat (don't do it), check the weapon section below.
- Bracers of Armor: These items are of more use to stealth-based clerics. When you can't take full-plate, this is a decent second place.
- Monk's Belt: Allows you to add your Wisdom to your armor class. When combined with Bracers of Armor, these have the potential to increase your armor more than Full Plate. Be wary of the fact that you can't add some of the good armor enhancements and armor crystals to these two items.
- Psychoactive Skin of Ectoplasmic Armor: A good, low to mid level alternative to Full-plate. Ideal for Cloistered Clerics. Magic Vestment will work on it, so you can still get the +13 Armor bonus, but you won't be able to add other enhancements to it. Avoid this if you're going stealth based.
- Mithril Light/Medium armor: Start with a chain shirt and move up to a breastplate. These two are good choices for stealth based clerics until you can afford the Monk's Belt.
Enhancements- Called (2,000gp): This is the greatest enhancement you can put on a cleric that isn't fused to his armor (Bone Knights). For two grand, you can summon the armor to you as a standard action. No more spending four minutes to get armor on. One standard action, bam!
- Glamered (2,700gp): A good investment for stealth and diplomacy based clerics. Sure, you'll still sound like metal, but you have spells to cover that. The whole "looking your role" will more than make up for the investment.
- Fortification (+1, +3, +5): If your DM will let you upgrade the fortification ability, starting out with the lower amounts is great. Either way, if you don't have a method for critical and precision immunity, get Heavy Fortification on either your shield or armor.
- Ghost Ward (+1): Take that +5 from Magic Vestment (or whatever the bonus is at your level) and add it to all touch attacks, not just those made by ghosts.
- Landing (4,000gp): For urban campaigns with stealth based clerics, this makes a nice little boon. 60' of falling damage is a good distance.
- Bane Blind (15,000gp): If you're in a campaign with 80% or more of a certain type, this armor bonus can be fairly useful.
- Freedom (+5): A nice armor ability, but only if you're putting Heavy Fort on your shield. You can much more easily cast Freedom of Movement, but if you'd rather use your actions for other purposes, this is a solid investment
Crystals- Adaptation: If you're in a planar campaign, this crystal jumps in importance and value. If not, there are usually safer alternatives.
- Lifekeeping: Not as awesome as you'd think, considering you can cast Death Ward with ease. Okay, but nothing special here.
- Screening: In an incorporeal heavy campaign, combined with Ghost Ward armor, you have a good combo going for protection.
- Restful: A good, cheap crystal for sleeping in your full plate. You can choose between this and the Called ability. Or take both. :wink
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Shield[spoiler]
Types- Heavy Shield: Wood or metal doesn't matter. Adamantine or Mithril, whatever. The goal here is to use your heavy shield, as it is the best you are proficient with. There's not another choice, really.
- Shield Spikes: If you can get +1 Defending shield spikes and cast Greater Magic Weapon, that's a solid +5 to your armor for a minimal investment. If you plan on using the spikes in combat (don't do it), check the weapon section below.
Enhancements- Bashing (+1): If you are going the TWF with a shield route, this ability is nice, but in general, not worth it. Remember the rule of thumb, if you are going TWF, you need an alternative damage source beyond just base weapon damage.
- Fortification (+1, +3, +5): Just like on armor, this is great. If you're equipping armor with many abilities, it might be safer to put fortification on your shield.
- Ghost Ward (+1): Take that +5 from Magic Vestment (or whatever the bonus is at your level) and add it to all touch attacks, not just those made by ghosts.
- Animated (+2): PUT THIS ON YOUR SHIELD! Sword and board is, unfortunately, mechanically sub par to both TWF and THF. Having a shield is awesome. Having it float by you so you can wield more/better weapons is more awesome.
Crystals- Arrow Deflection: For ranged combat clerics, this crystal is a nice boon. You'll be taking more ranged attacks than melee if you use sound tactics, so a +5 AC is not too shabby.
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Weapon[spoiler]
Types- Gauntlet: Similar to the Armor Spikes and Shield Spikes, these babies can be enhanced with Defending and further augment your Armor Class. Another important thing to note is that you want the regular ones, not the spiked ones. You want this because it will allow you to perform a disarm and take the weapon of an opponent. At higher levels, when you can be colossal sized with a full Base Attack Bonus (Miracle-Giant Size & Divine Power) being able to take a weapon from an opponent can very well end the battle. Plus they come free with Full-plate, so Yay!
- Morningstar: Best Weapon you start proficient with. One handed means you can wield it with two hands for Power Attack. It deals two types of damage, always. That's a great boon. Damage is solid too. Plus the image of smiting an infidel in the face with a morningstar is priceless.
- Longspear: A reach weapon you start proficient with. A decent choice at early levels. Especially if you have gauntlets to threaten your close range.
- Greatsword: If you are taking the War domain, perhaps because you are going Ordained Champion, this weapon is a solid choice, and a fair number of deities have it as a favored weapon.
- Scythe: Like the greatsword above, but fewer deities have it. The damage is decent and the crit multiplier is nice. I love the imagery, too.
- Longbow: The ranged cleric's best friend. Don't waste a feat on EWP Greatbow. The average damage increase just isn't really worth it. You're much better off with the solid, efficient longbow.
Enhancements- Bane (+1): If you're in a campaign with 80% or more of a certain type, this weapon boost is very nice.
- Defending (+1): Put this on your gauntlets, your shield spikes, and your armor spikes. Remember, now it's an unnamed bonus coming from THREE sources, that's a +15 AC. It speaks for itself.
- Ghost Touch (+1): Solid weapon choice. There are a fair amount of ways to become incorporeal, and being able to hit them regardless of the way, makes for effective combat.
- Divine Wrath (+1): Toss this on an undead Bane weapon in an undead campaign and you've got even unintelligent undead running for the hills.
- Impact/Keen (+1): Criticals are good, so doubling your chance of getting them is good, too.
- Magebane (+1): Like bane, but better.
- Warning (+1): When it all comes down to an initiative battle, put this on those spikes and you'll be happy you invested in it.
- Collision (+2): Extra damage is nice. This extra damage is great, because it is multiplied on criticals.
- Wounding (+2): Unless everything you fight is immune to ability damage, this ability is awesome.
- Speed (+3): Not a good ability. Righteous Wrath of the Faithful is better and cheaper.
- Brilliant Energy (+4): Good for heavy armored critters, but not for ones with heavy natural armor.
- Vorpal (+5): A good ability, but not for its price. Don't get this one, it just isn't worth the cost.
- Sure Striking (+1): From Player's Guide to Faerun, this ability is great for its price. An absolute must have.
- Shadow Striking (+3): From Tome of Magic, this is how you upgrade Sure Striking. Another essential ability for your weapon at higher levels.
Crystals- Adamant Weaponry: Remember, just because you don't sunder treasure, doesn't mean your DM won't occasionally send a sunder-monkey at you. At those moments, it pays to have an adamantine weapon with this crystal. Now other adamantine weapons don't get their special effect when sundering you.
- Return: Drawing a weapon as a free action means you can full attack right off the back. A decent choice.
- Demolition: Critical constructs? Yes!
- Revelation: Take that, Invisible Stalker. A good investment when you can see the creature but your party can't.
- Truedeath: Critical undead? Yes!
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Arms[spoiler]
Bracers of Armor: As mentioned above in armor, this in conjunction with a Monk's Belt can be an alternative to Full-Plate.
Bracers of Archery: A sound investment for a ranged cleric.
Strongarm Bracers: Amazing ability from these bracers. Not for use with powerful build races, but otherwise, phenomenal.[/spoiler]
Body[spoiler]
Odds are you won't be using these because of Full-Plate, but if you do, here are some of the better choices.
Robe of Bones: A cheap and useful tool for necromantic clerics.
Robe of Eyes: If you can combine this item with a method for achieving gaze immunity or blindness immunity, this is a solid investment.[/spoiler]
Face[spoiler]
Artificer's Monocle: You need to know what that item is before you put it on. Remember that.
Goggles of Lifesight: Good in a campaign where not everything is what it seems to be.
Crystal Mask of Knowledge: Excellent in conjunction with Knowledge Devotion and the Knowledge Domain
Goggles of Foefinding: These can particularly useful if playing with a DM that uses organized tactics and makes use of cover.
Third Eye Expose: Considering your lack of Sense Motive as a class skill, this definitely has its uses.
Mask of the Tiger: A decent set piece for a wilderness focused cleric. I've found it fun and useful for humans.
Raptor's Mask: Immunity to blinding is sweet.
Mask of Lies: Awesome for a social butterfly/bluffing cleric.
Crystal Mask of Discernment: The upgrade to the Third Eye Expose.[/spoiler]
Feet[spoiler]
Anklet of Translocation: Did you mess up somewhere and need to get out in a jiffy? This item is the one for you. A mini-version of a wizard's ACF. Nice.
Skirmisher Boots: Great for non-melee clerics. Decent for them, but better for the other versions.[/spoiler]
Hands[spoiler]
Gloves of Spell Disruption: Making it difficult for casters to cast around you is fun.
Gauntlets of Ogre Power/Gloves of Dexterity: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Glove of Storing: You're unarmed. Or are you? I love these things. If your DM will let you wear one on each hand, even better.
Casting Glove: Decent item for its price, but you likely won't have as much use for it as someone like an artificer.
Gauntlets of War: These are decent items, although a bit pricey. I normally don't think +1 melee only damage is worth four grand, but you might differ. If you worship a War Domain granting deity (especially for Ordained Champion) the +3 damage makes it about 2% better. In reality, it depends on the diety, as some deities have decent favored weapons, but most suck horrible ass.[/spoiler]
Head[spoiler]
Phylactery of Faithfulness: If you have a deity and are dependent on it for spells, this item is awesome. Remember, think before you act. Even if you are chaotic.
Hat of Disguise: Awesome for the stealth and/or social cleric build.
Circlet of Persuasion: Bonuses on Cha based checks mean bonuses on Turning Checks. +3 to your turning check for a few thousand is a great buy.
Headband of Intellect: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Phylactery of Undead Turning: For optimizing turning, here's your first stop. +4 to your effective turning level? Sweet.[/spoiler]
Rings[spoiler]
Ring of the Darkhidden: Amazing ring. Like a ring of invisibility, but only functions in darkness. This is a great buy for stealthy clerics and their counterparts alike.
Ring of Protection: A good buy. Deflection bonuses are nice. MIC allows them to be applied to other body parts besides just rings. There are plenty of spells that allow for the deflection bonus at lower levels to cover this. Really only viable for +3 to +5, in my opinion.
Ring of Sustenance: Not only do you not need to eat, but only needing 2 hours of sleep is awesome.
Ring of Counterspells: Excellent item for storing a Dispel or Greater version in it. Keep your buffs up regardless of what others think or do.
Ring of Spell-battle: Let's face it, spot and listen are not your class skills. This ring helps out against casters.
Ring of Freedom of Movement: A decent substitute if you go the Monk's Belt route for armor and cannot get the Freedom ability.
Ring of Universal Energy Resistance: Very expensive, but a nice item nonetheless.[/spoiler]
Shoulders[spoiler]
Cloak of Resistance: Irrelevant. At lower levels, when you find one, feel free to wear it, but as soon as you have 11 caster levels, Superior Resistance makes this obsolete.
Cloak of Charisma: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Phoenix Cloak: Perfect maneuverability is hard to come by, so this is nice.
Wings of Flying: Generally this is faster than the Phoenix Cloak, but worse maneuverability. Still, it is a sound investment.[/spoiler]
Throat[spoiler]
Chronocharm of the Horizon Walker: For 500 gold, it's a mini-Travel Devotion. At low levels, this is a fairly good item.
Reliquary Holy Symbol: AWESOME! One of the best items for clerics. It grants you extra turning attempts for being a cleric. What's not to love?
Amulet of Natural Armor: Much like the Cloak of Resistance, there are spells that do this as well or better. Still, it's a decent item at low to mid levels.
Amulet of Health/Periapt of Wisdom: These are okay at best. They're very traditional and old-school. With the MIC out, you can place these enhancements in other, more useful locations. Even better, once you can afford it, there's the Belt of Magnificence.
Amulet of Mighty Fists: If using Unarmed Strikes or Natural weapons, this is an okay item. See if you can't get your DM to allow the Necklace of Natural Weapons from Savage Species, as it is strictly superior.
Ankh of Ascension: Okay, so let's say you took DMM Extend, because you aren't a fan of DMM Persist. At level 20, your GMW and MV last 20 hours. You sacrifice 2 level 3 spells or 2 level 4 spells, as appropriate and now they last 24 hours. DMM Extend that and your weapons/armor are at maximum enchantment for 2 days. This item is awesome. Like a cheap Bead of Karma (see below).
Necklace of Adaptation: Specifically makes you immune to cloudkill. Not to mention you can travel to the moon now. :wink It's a great item.
Amulet of Second Chances: If everything goes to shit, you'll be glad you have this item.[/spoiler]
Torso[spoiler]
Shiftweave: A cheap version of Glamered. Not bad, but it doesn't mask the armor you should be wearing.
Good if you go the Monk's Belt route, though.
Ephod of Authority: Another level increase that becomes useful when optimizing turning.
Tunic of Steady Spellcasting: When you are going to be in melee and casting defensively, a solid +5 on Concentration is hot. It works all the time, regardless of the name of the item.[/spoiler]
Waist[spoiler]
Belt of Magnificence: Overall, a great buy. Check it out in the Miniature's Handbook. +2, +4, +6 enhancement to ALL stats without the 1.5 cost normally required for slapping them all together. In fact, it is cheaper than buying all 6 items together.
Healing Belt: A life saver at low levels, literally. There's no 24 hour connection time, so buy multiples and use them. I love this item, even at higher levels. (Although Persistent Mass Lesser Vigor makes it obsolete out of battle).
Belt of Battle: Amazing for any class, so it's clearly golden for clerics.
Monk's Belt: As mentioned above, since you're a wisdom based caster, this thing is superb.[/spoiler]
Relics[spoiler]
Millennial Chainmail: Max Dex of +8 is good for stealth based clerics. If you have a 16 Dex, combined with Divine Agility, you'll make the most of this armor. The ACP is low, too. Sacrifice a 4th level slot (right between Vigor and Greater Vigor) and you get fast healing 3. Grab an everburning torch to heal yourself. This item multiplies in value when you are in a campaign that does not allow Persist spell, especially for Mass Lesser Vigor.
Raptor Arrows: I love these things, as does just about any ranged optimizer. Unlimited ammunition is amazing. Automatic Bane property for one 4th level spell? That's worth it in just about any book.
Gauntlets of the Talon: Ghost-touched unarmed strikes of a Monk 5 levels higher and you can choose between slashing and bludgeoning damage? What's the cost? One 5th level spell. Very much worth it, especially with Sacred Fist builds. (See sample builds, below)[/spoiler]
Other[spoiler]
Pearls of Power: Good choices, because as we all know, spells are superior in D&D. Just make sure you use them on the important spells that you'll need later. Remember it is a standard action to get the spell back, so try to use them outside of combat if possible.
Quiver of Ehlonna: If you can't get raptor arrows, go with this quiver. It should hold everything you need.
Metamagic Rod Extend: Great for buffs. Any version can be helpful, it depends on which spells you prepare for buffing.
Talisman of Undead Mastery: Another great tool for optimizing turning. It is limited in use, but they replenish each day, so that's a plus.
Orb of Mental Renewal: When you need your Wis and Cha back, this'll help.
Rod of Bodily Restoration: When you need your Con and Str back, this'll help.
Radiant Sphere: For those times when you feel like you're playing Resident Evil and you just have to keep killing undead with everything you have.
Ioun Stones: These are general good ideas for any character.
Scepter of the Netherworld: Another tool for turning. +3 more effective levels for turning.
Bead of Karma: +4 Caster Level (Ridiculously good; Even better if your DM can't do math and you get it for the low price of 9,000gp instead of what it should cost - 20,000gp)
Rod of Undead Mastery: For the necromantic cleric, this tool is perfect.
Metamagic Rod of Chaining: Great for some of your buffs. Cast them once and have them affect the whole party.
Manuals & Tomes: Save up for the +5 ones. Alternatively, ask your DM to allow you to upgrade tomes as you adventure. It's the same cost in the end, and you don't have to worry about lugging all that loose change around.
Nightstick: From Libris Mortis, this amazing item gives you 4 extra turning attempts for a mere 7,500gp. That's great for DMM clerics and Turning clerics alike.[/spoiler]
For those of you who feel that you still don't have a high enough turning level,
carnivore has a
Comprehensive Guide to Turning over on WotC.