Cleric Tactics [Archive] - Wizards Community

Post/Author/DateTimePost
Gautrau

04-04-06, 03:40 PM
I'm playing a cleric for the first time and would be interested in hearing about some good spell casting tactics to use in combat. I'm mainly interested in core rules, but would also like to hear non-core (just explain that it's non-core). If the tactic requires a specific feat, please mention that in the post.
Thanks in advance for your advice/tips!

Currently playing:
Human cleric with Travel and Luck domains (currently level 8)
S 16 D 14 C 14 I 14 W 18 Ch 18

Gautrau
eeen13

04-04-06, 03:53 PM
When i played a cleric i liked to use the bestow curse spell for the ability damage. Some con damage to take down the health or some dex damage to make it easyer to hit helped in battles, the dex damage was good if u intended to pile on more touch attacks. However a clerics place in combat is to buff the fighers and protect the mages first.
jade_jester

04-04-06, 05:58 PM
Clerics are generally support. Your options include buff spells like bull's str. and armor or weapon buffs. Unless you're evil you can always cast a healing spell, though it's generally not very combat effective till you get heal or cure critical. Then the cleric has debuff spells, spells to weaken your foes. Bestow curse is a good one like mentioned in the last post. I personally like the 50% chance to do nothing, and you can work with your dm on wordings to get an original curse (recently I used it to permanently silence a spellcaster, although he was a party member that almost got me killed with his big mouth). Speaking of which, silence is a worthy spell as soon as you can get it. Depending on you're dm, if you cast it in an area around a spellcaster and not on him he doesn't get a save. Damage spells come late level or in the domains. Domains are key with a cleric. The special powers are of particular use. There are so many options to choose from, you really just have to read them all and decide for yourself. I particullarly like the death domain with the your level in d6 vs their current hp death touch attack no save FTW. If you really want some damage, you're cures can be memorized as inflict spells, provided you're god allows. Harm is one of the most devestating spells ever.

A clerics spells also don't have to buff the party. With the ability to wear heavy armor and a decent base attack progressions they make competent fighters, espeically when they buff themselfs. A d8 hp isn't that bad either. They may not be as badass as a fighter, but their buffs make up for it.

My best advise for a cleric starting out is wand of cure light wounds. you can't beat it for the price, you just can't.
zlatko

04-04-06, 06:54 PM
Clreics are not generally support.
Especially not with your stats. Hoe the hell did you get those anyway?!

And you're lvl 8. What feats? Divine Metamagic?

You have Divine power spell. Use it. Spikes. Use it. Ring of Blades. Use it. Prot from Evil/Good. Use it. And Spell immunity (dispel). Use it. Some lvl1/2 buffs? Sure. And voila; you're the meanest tank around.
Berethor

04-04-06, 09:36 PM
clerics are the combonation of warriors and spellcasters! I like slerics because even though the choice of spells isn't as good as a wizards and it doesn't get the extra feats and skills of the warrior its combonation of closecombat and spells can be very powerfull. The first thing that really comes to mind in the creation of a cleric is that no arcane armor failure! But unlike druids and paladins and so forth their spells give them the chance to cooperate with any type of team because of the larger inventory of both offensive and deffensive spells can be cast! Clerics are also proabably the most known for being able to cast spells on their weapons like my favorite spell greater magic weapon because of the +5 on the weapon!!! Id be more helpfull if it wasn't for that i have been playing the game for only a short while and haven't even bought the monster manuel but i would like to say high level clerics can be highly damageing characters! just look at mine /
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zaphod7342

04-04-06, 09:55 PM
1- combat casting is CRUCIAL

2- travel domain = fly(a cleric flying around the battlefield is a hoot)

3- I always liked Summon monster (4th level or higher)

4- bless spells are always useful, especially if your always in the middle of the fray

5- look at you spell list and notice how many defensive and offensive(if you go outside of core) buff spells you have. Notice also how many of them are long lasting(1 hour per lvl). Try to buy magic items that you cannot already cast with your own repertoire.


Those are just a few things I can think of off hand. I recently played a cleric with the same domains and had a blast playing him. I was the only true spellcaster in the party so I was more focused on the spellcasting aspects of the character, so see what needs your party needs then plan accordenly. Remember that the cleric is a very versitile PC, with access to the full cleric spell list you can do anything the party needs.

P.S. Did I mention Combat Casting?
Votan

04-05-06, 01:39 AM
I'm playing a cleric for the first time and would be interested in hearing about some good spell casting tactics to use in combat. I'm mainly interested in core rules, but would also like to hear non-core (just explain that it's non-core). If the tactic requires a specific feat, please mention that in the post.
Thanks in advance for your advice/tips!

Currently playing:
Human cleric with Travel and Luck domains (currently level 8)
S 16 D 14 C 14 I 14 W 18 Ch 18

Gautrau

Spiritual weapons are kind of cool when summoned in large numbers. They can't be counter-attacked and seem to do decent damage. I've had some success with this tactic at these levels. In particular, note the mediuam (100 ft + 10 ft/level) range. Should archery not be an option . . .
UncleJoe

04-05-06, 06:55 AM
Clreics are not generally support.
Especially not with your stats. Hoe the hell did you get those anyway?!

And you're lvl 8. What feats? Divine Metamagic?

You have Divine power spell. Use it. Spikes. Use it. Ring of Blades. Use it. Prot from Evil/Good. Use it. And Spell immunity (dispel). Use it. Some lvl1/2 buffs? Sure. And voila; you're the meanest tank around.


You cant put Spell immunity against Dispel.
Spell immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply.
serow_#R

04-05-06, 07:12 AM
1- combat casting is CRUCIAL

2- travel domain = fly(a cleric flying around the battlefield is a hoot)

3- I always liked Summon monster (4th level or higher)

4- bless spells are always useful, especially if your always in the middle of the fray

5- look at you spell list and notice how many defensive and offensive(if you go outside of core) buff spells you have. Notice also how many of them are long lasting(1 hour per lvl). Try to buy magic items that you cannot already cast with your own repertoire.


Those are just a few things I can think of off hand. I recently played a cleric with the same domains and had a blast playing him. I was the only true spellcaster in the party so I was more focused on the spellcasting aspects of the character, so see what needs your party needs then plan accordenly. Remember that the cleric is a very versitile PC, with access to the full cleric spell list you can do anything the party needs.

P.S. Did I mention Combat Casting?good tactics, with only 1 fault. to the OP, DO NOT take Combat Casting. it has only 1 use: prereq for something else. if you REALLY want to spend a feat to help your concentration checks, pls take Skill Focus (concentration). it's a permanent +3 to concentration vs. a situational +4
SamiPeikko

04-05-06, 08:47 AM
As a feat I recommend Extend Spell. Use it for 1 round/lvl spells and 1h/lvl spells. You can take Divine Metamagic for it if you like.

And about those spells: Save at armor and shield costs and cast Magic Vestment for both each morning (or whenever your working day starts). If you think those spell slots could have better use, buy Pearl of Power III.
Out of core take Blindsight or Greater Blindsight. (Spell compedium, lvl 3 and 4.)
With those you are much more safe from enemy invisible rogues, and can heal your own if needed.
Your Travel domain spells are great. Take Dimension Door and Fly as a default.

If you like melee, try to take 2 sets of: Divine Favor, Divine Power and Shield of Faith each day for personal use, and some extra Shields of Faith for friends. Spikes (Spell compedium) and/or GMW will give enhancement bonuses for your weapon to hit and damage. (They do not stack but overlap nicely.) Later consider adding Righteous Might if you usually would have time to cast it.

Anyway boost you AC with Shield of Faith allways, and try to have elemental protections up also. Reflex save will be your weak point, and with only 14 as CON you may run out of HP when elemental spells start to fly.

As an attack spell you might want to have one or two Searing Lights ready. (Later consider getting Lesser metamagic rod of Maximize for them.) It is nice spell against vampires or as a readied attack against spell casting.

If other members of your party have simlarly heavenly stats you might be disapointed about summoned monsters. They just are not as efficient as high stat adventurers.
Gautrau

04-05-06, 09:11 AM
Thanks for some good replies!

I understand about the support role, but I have some items that give healing, so my role has been a little more combat oriented so far. Plus we have another cleric in the party that is playing the traditional support role.

In answer to the stat question, we had a high point buy to start plus part of the plot of the campaign involves me finding pieces of a lost artifact and some of the pieces have boosted my stats as well. Believe me, I have no problems with getting the nices stats! :) Although the DM has thrown some touch encounters at us, so I guess we pay for it one way or the other.

Keep those ideas coming!

Gautrau
serow_#R

04-05-06, 10:11 AM
well this might sound silly to the more experienced people but i did like taking Domain Spontaneity and Extra Turning
especially when i had the Fate domain: many many bestow curse :D
digoraccoon

04-05-06, 10:34 AM
I like to play the "Supreme Healer" type of cleric. The Augment Healing feat is great for that. A first level cleric with this feat and the Healing domain can start off with Cure Light Wounds dealing 1d8+4 HP restoration. As you progress in levels your other stronger healing spells will give you a little more mileage.

Building on this concept, you can add on the Reach Spell Metamagic feat to make your healing spells go from "Touch" to "Close" range. Since good clerics can spontaniously cast Cure spells you have a cheap, but effective ray attack against the undead. ;) Viola!
UncleJoe

04-05-06, 10:55 AM
Here is fun core tactic for every party with half-orc barbarian, it gives cleric and the rest of the party time to buff up.

First round of the combat
Cleric cast bull strength and wizard cast enlargement on half-orc.
Half-orc delays and acts after the spells, flys into rage and charges/moves against enemy mage/cleric (or whoever).

Now if it is 8lvl party we would now have a large half-orc with STR 30 (base 20 + 4 rage + 4 bull str +2 size)
Attack bonus +20 (8 BAB + 10 STR + 1 WF +1 Magic W) +2 if charge
Damage greataxe 3D6+16 (15 STR + 1 Magic W).... for this I would use Power attack to drop 2 points from attack to get 4 point to damage givin you +18 attack +20 damage

Round 2
Order a cup of tea and watch the show or....
Cast some nasty spells or....
Start to buff you up with Divine Power and enlargement (from your mage) and join the party with long spear
With your stats you should have
Attack bonus around +16
Damage with long spear 2D6+11 and reach 20 feets



This tactics starts working from party lvl 3
Half-orc at lvl 3 should have +14 attack bonus and +13 to damage (when using 2h-weapon)

It gets even more fun if the barbarian has few fighter leves for the feats and some item that gives him fly spell.

And of course you dont have to use half-orc, but its a nice core race with +2 STR.

Now there is nothing special in this tactic, but it is fun for the player playing barbarian and it is fun for the whole party (knowing they wont be hit in a first rounds).

Our DM did not see this coming when we did it at first time with lvl 4 party :D
Marcus Majarra

04-05-06, 12:47 PM
I like to play the "Supreme Healer" type of cleric. The Augment Healing feat is great for that. A first level cleric with this feat and the Healing domain can start off with Cure Light Wounds dealing 1d8+4 HP restoration. As you progress in levels your other stronger healing spells will give you a little more mileage.

Building on this concept, you can add on the Reach Spell Metamagic feat to make your healing spells go from "Touch" to "Close" range. Since good clerics can spontaniously cast Cure spells you have a cheap, but effective ray attack against the undead. ;) Viola!
There are some good alternatives to Reach Spell for curing purposes:

• L2 Stabilize spell (SC)
• L3 Insignia of Healing spell (RoD)
• L5+ Mass Cure spells

A high-level combat medic can even make these spells more ridiculous with an Aid kicker (for an additional 13 temporary hp).

If you want extra healing, there's also the Magic of the Land feat, which applies to any of your spells cast in a natural setting if you succeed in a Knowledge (nature) check. With Augment Healing and MotL, your second-level Stabilize spell restores 9 hp instead of 1 hp; to all living creatures within 50 feet. Combined with the combat medic's aid kicker, that's 9 hp + 13 temporary hp to all within 50 feet, for a single 2nd-level slot.
Gautrau

04-05-06, 06:52 PM
Great tips guys! Some of these should really help me out in-game.

Gautrau