| Post/Author/DateTime | Post |
|---|---|
| Aishar06-19-05, 02:19 AM | I'm DMing a group, and one of my players wants to change his character, and he likes the idea of a cleric. However, he's not fascinated at all by the normal cleric types - that is, either a warrior-cleric or a healing-cleric. Is there any book or internet site somewhere which has any information at all on how to play a cleric of Death, of Nature, of Luck, of Love, of Hunting, of Knowledge, etc.? Thanks in advance, Aishar |
| Blackwind06-19-05, 02:36 AM | Look up a God with one of those domains and read what kind of stuff they want done in the world. Example Any god of Knowledge would most likely want to spread knowledge so his clerics would be akin to teachers and historians. if not activle spreading knowledge then at least gathering it for others to teach it. A cleric of a god of love would be a match maker. He could be as simple as aranging the meeting of the young fruit vender and the inn keeps daughter. Or somthing as epic as helping Prince Charming rescure is lady from the Evil Wizard. Or some thing more political like helping a "Romeo and Juliete" couple from meeting such a dark fate. |
| Airsucker06-19-05, 09:15 AM | As Blackwind suggested all he has to do is look up the more interesting gods and form a concept to fit. There's gods of rogues, traveling, nature, death (even 1 or 2 that aren't evil), magic and whatever else you're willing to fit into your campaign. Even a cleric of Olidamara doesn't have to be typical. I remember reading about one who isn't sneaky or subtle in the least, (he yells "I'm sneaking up on you") but he's there to support his friends in the thieves guild. Even if he picks a philosophical concept to follow (if you're allowing that sort of thing), there are many concepts to choose: love, life, death, honor, order, chaos, good, neutrality, evil, enlightenment, and whatever else you can think of. It's pretty easy to play a non-sterotypical cleric. |
| Vengeblade06-20-05, 07:27 AM | I used to play a cleric of nerull, he would always go on preaching about the great end of all things. He really like to talk a lot, didn't heal much or fight much, he has skele minions for that. He just loved the RP factor. Also, a guy in my group is playing a shadowbane stalker from complete adventurer, it's a nice combo of cleric rogue that seems to mesh well. |
| ajmastrean06-20-05, 10:05 AM | You don't even need an obscure god or domain to be "interesting". And your player's understanding of the Cleric is extremely limited...melee or healing? There are infinitely more roles to play than that...protection, offensive casting, knowledge skill/divination using, combat curing (different than just blasting off all your cures after battle), undead toasting, plane walking, outsider dismissing...it goes on...here I'll detail a few. the Oracle Focus on divination magics. Domain: Knowledge. Put some points in Int and know a hell of a lot of stuff. The more you know about everything, the better off the rest of the party will be. The Wizard can customize spell selection, the Rogue can scout more effectively, the Fighter can choose his weapons/tactics appropriately. the Summoner feats: spell focus (conj) and augment summoning. prepare plenty of summon monsters and planar ally type spells. There are plenty of non-combat uses for summons too. You can use your summons for healing, teleporting, information, battle...(these are especially nice because you just went and wasted all your spell slots on summons!) Champion of Good or whatever alignment you like Magic Circle vs. Evil, Prot. from Evil, Dismissal, Planar Binding, Dimensional Anchor, Align Weapon, and the list goes on...Not only are you destroying Evil aligned creatures, but those higher end outsiders are extremely hindered. The Cleric doesn't have to be a Full-Plate wearing tank either...bump that Dex up and go with light armor and mobility. The Cleric is very versatile, feat selection is also very important. Combat caster (get in and out of sticky situations saving everyone's life): combat casting, dodge, mobility Melee machine: (try a TWF build w/two light maces) weapon focus, TWF, etc. Craftsman: craft wand (great for wands of CLW, so you don't have to blow a domain on Healing or spells on spontaneous healing), craft wondrous item, there is a faerun feat that cuts crafting costs by 75% for a specified feat, try that out. One last suggestion...pick a race that suits the character, not the class. If you have a stubborn zealous Cleric, be a Dwarf! if you are a bane to evil/undead...try the Aasimar (check out the FR feats eyes of light, outsider winds, etc...very cool stuff). Or, be a human, those extra skill points and feat will go far in fleshing out the role of your Cleric. |