| Post/Author/DateTime | Post |
|---|---|
| HazelEyedDragn01-08-07, 09:50 AM | My group is going to start a new campaign, set in Ptolus, and I volunteered to play a cleric. I have only played two campaigns before, a ranger in Eberon, and a monk in Faeron (please forgive my spelling). Since I am new to the game, and because I've heard that clerics are somewhat complicated, can anyone give me some advice so I don't mess up too badly? |
| Lolipop_Knight01-08-07, 10:25 AM | Unless you're an evil cleric or a neutral cleric who channels negative energy, never ever prepare cure spells. You can spontaneously convert the spells that you have prepared into them if need be, so you're better served by preparing other spells. Your stats should determine what sort of cleric you play. In general, you should specialize in melee or ranged; you should have capabilities in both, but try not to spread yourself too thin. As for casting, summoning can be useful, if you have a solid meatshield to protect you while you cast over the entire round. Most of your other capabilities will be determined by the domains that you pick. |
| DM Zoc01-08-07, 10:25 AM | Honestly, I would say that the cleric is powerful enough that you can't possibly mess it up too badly. Just make sure you wear the armor you're proficient in, and don't be afraid to convert whatever spell you have prepared into a Cure spell when someone needs it (never memorized Cure spells, if you're of good alignment). |
| visaggio01-08-07, 10:34 AM | Another thing to be aware of, is that a cleric can be a powerhouse of melee destruction with enough time to prepare. If you're in a pinch for a front line tank, a cleric can be a good substitute. Take a look at these spells: Aid, Divine Power, Divine Favor, Righteous Might. And take a look at the Sun domain's special ability: Feat of Strength. |
| Thiez01-08-07, 10:35 AM | I'd suggest you walk around in a full plate. Since this has a max dex bonus of +1, a dex score of 12 will do. Keep in mind that you're never really going to have any use for a high dex (3/4 BAB is decent enough for ranged touch), so you could consider having a dex of 10 and getting a +2 item later on. (After you get your ring of deflection +1, amulet of natural armor +1, etc.). If you're doing pointbuy don't bother to buy yourself a wisdom all the way up to 18. It's expensive. I usually buy a 16. It should give you bonus spell slots for first, second, and third level (iirc). I like my skillpoints to go into concentration, Knowledge(Religion, Arcana, The Planes, History), and spellcraft. Max out concentration, the rest is up to you (though I must advise you to put skillpoints in Knowledge(religion). IIRC it gives you a +2 bonus on turning checks so you can drop your charisma by 4 and don't suffer turning problems). Yes lots of skills above, I'm usually Human with int 12. Cha is overrated. Unless your DM is going for a grand cruisade against the undead, ignore it. It's everybody's dumpstat :P Get decent Str and Con. Melee clerics rock, and somehow strength helps if you want to touch people (wow that sentence makes it sound like rape :P). Maces are lame. Go for a morningstar. It it does the same damage, has an additional damage type, is cheaper, and is lighter. Go evil. It's way fun. |
| HazelEyedDragn01-08-07, 11:43 AM | Thanks for all the advice so far. I really need to sit down and decide where I want to take my character (prestige class and such). I have the players handbook, DM guide, monster manual, book of exalted deeds, spell compedium, and the sword & sorcery book for druids and clerics. Are there any other books that would be considered "a must" for clerics? |
| Thiez01-08-07, 12:39 PM | Libris Mortis! ^^ Maybe take a look at Complete Divine. |