Cleric Help [Archive] - Wizards Community

Post/Author/DateTimePost
Azalin

11-05-04, 03:18 PM
I was wanting some ideas on a cleric build options. I have played one cleric before but all he ends up doing is healing. While I would still like to fill that role so the party knows they can rely on me, I want something else to do. We are suppose to be starting a new game and the DM wants to use only the PHB for right now. The more we play then more options will open up, but I have no clue as to when that will happen.
I don't have any ideas right now as to what type of cleric I want to be, all I know is I don't want to be just a pure healer. I remember hearing something about archery, but no clue on that. I was thinking maybe an elf or something. Any ideas would be welcome, thanks.
Darth K'Trava

11-09-04, 06:20 PM
Play a cleric to St. Cuthbert. Go more on the retribution bent and leave the majority of the healing to the cleric of Pelor.... that's more up his alley than yours. Or, if playing an elf, choose Corellan Larethian the elf god.

I played a cleric to Torm from the Forgotten Realms and she was not the heal the party first type. Her first thing was to eradicate the bad guys and *then* heal the wounded party. Or if it was dire emergency, she'd heal them in combat. But that wasn't her main role. She'd "bomb" the enemy with flame strikes and then be in the middle of the fight, second behind the party fighter. Maybe the ranger would've beat her into the fray but not always....
amethal

11-10-04, 05:25 AM
To play an archer cleric is easy - play an elf, buy a longbow and take point blank shot as your starting feat and precise shot or rapid shot as your 3rd level feat.

This isn't the character optimisation board, but if you want a better archer at 1st level, confirm with your DM is ok to take a cleric with "no deity", choose the war domain and confirm with your DM that you can have favoured weapon - longbow. [Solonor Thelandria, the Elf god of hunting and archery has war domain and favoured wepaon - longbow, but that probably isn't any help if the DM is just using PH.]

I'd then play a human, put your best stat in dexterity (assuming you can still have a wisdom of 14+) and take point blank shot and precise shot as your starting feats. You should spend your ability score increases on wisdom, so you can get it high enough to cast high level spells.

Then, and this is where character development comes in, if possible don't tell the other players you are a cleric. Tell them you are an archer.

Definitely claim to be an archer, rather than a cleric, when roleplaying with the other characters.

Have ranks in heal; if someone should happen to ask for healing, and you don't feel like it, then use the heal skill on them. (Prepare for some complaints!)

Instead, use your spells for magic weapon, divine favour etc. which improve your archery. Don't tell the players what you are doing when you cast these spells; if your DM trusts you to play fairly, don't tell the DM either (avoiding the need for suspicious looking notes). Tell the other characters that you are calling on the power of your faith before the battle.

Cast these spells as often as possible - you will still have cure minor wounds for those "bleeding to death" emergencies.

This will make for a good roleplaying experience, as it will give your character an air of mystery. It will also stop any comments from other players along the lines of "Why are you casting divine favour on yourself when you could be casting cure light wounds on me?"

If you choose healing as your other domain, it will increase the effect of any healing spells you do cast. Otherwise, none of the other domains in the PH are much help for an archer.
Sir Gimp

11-10-04, 08:14 AM
ok my favorite character ive ever played was a dwarf cleric of moradin/hunter of the undead who focused more on combat.. just because your a cleric doesnt mean your just a healer man.though i do suggest takeing the improved intitive (spelling) feat and the extra turning feat.. oh also on prcs you might like the sworn hunter (dragon magizine #???) though its VERRY VanHellsingish.
nihility

11-10-04, 08:38 AM
Another option is to play a neutral cleric and choose to channel negative energy rather than postive energy. Don't prepare cure spells; rather, prepare combat and buff spells, then turn them into inflict spells as needed. You could play it as a martial priest devoted to justice, for example, or just as someone who believes the best defense is a good offense.
Shir'Kazan

11-15-04, 10:11 PM
First of all, although players expect you to be their healer you're still a PC in a Role Playing Game. that means your character has a Role - and it's not a Doctor.
A Cleric is dedicated to his deity, and to fulfil its philosophy. You should decide in which way or at what position your Cleric chose to do it (and Domains can help you focus): you might be a Preacher trying to affect people hear your deity's philosophy, or you might be a silent cleric who favors deeds for words: Fighting Evil boldly (ranged or melee, it doesnt matter).
Maybe you're an Undead "hunter", or outsiders' executioner (of the opposite alignment of course) - or just the other way, you look to help people in need, not to look for the banish of Evil as your goal.
Then you should learn the spells accordingly, where Healing shouldnt be the default (anyway you can always spontenous cast it as long as you're not Evil).

One might decide that being (for instance) the Cleric from the domain of Death, he DOESNT use healing hastly. or Maybe if you go for that Elf-nature-archery bound, you can come up that healing draws the favors of nature to haste a natural process, so one should be favoring nature if he desires healing. Again, that means no hasty use of healing.
Of course you dont have to come with any such obligations if u dont want to be the doctor, but just take note that if you dont have any such "excuse", finally you will succumb to the complaints of other players to heal them spontenously instead of your prepared spells.

Goodluck
jkforreal

11-28-04, 09:50 PM
Hey, my cleric did a lot of "move, then heal" actions before i figured out how to use him. If all your cleric is doing is healing take another good, long look at the spell list. You're not just a healer - you can strike at range, solve problems, prevent problems and strike down evil.

There are good ranged attack spells on the cleric list. Hold Person, Blindness, Spiritual Hammer, Summon Monster and more. Lock down two of the enemy with Holds or Blindness and you won't have to charge into melee - opponents will come to you to stop you! When they do, be ready - be Blessed, have Divine Favor, Shield of Faith, Aid; and later Magic Vestment - multiple times, Divine Power, etc.

Pump allies up - Bless is a good spell! Bless helps you, hurts the enemy - all within 50' range and no saving throw! Other good boosts (aka buff spells) are Aid, Prayer, Bear's - helps the wizard too! - Bull's, etc. Be a problem solver, have boosts, have the solution to poison, fear effects (calm emotions), unexpected darkness, blindness, paralysis, curses, or an occasional trap. Provide a cover for retreat (obsc mist), or a way to get a message out (Animal Messenger). Help out with interrogations (Zone of Truth). And you can be the problem-solver more easily with Scribe Scroll. Also try Shield Other - the closest you get to ranged healing at low levels (it's especially good for the party member that insists on rushing headlong into every combat).

At low levels, you'll be conservative with spells, and rightfully so. But your Will Save or Game Over spells - Hold Person, Command, are effective at these levels because most tough guys have weak Will saves. Sanctuary is good for the same reason - a player got himself in real trouble? Run over and touch him with Sanctuary and he can drink healing potions 'til he's ready. Later with more spells, there's more "room" to cast offensive spells. And with Scribe Scroll, still more room.

Just remember that your spells are important to enjoying this class. If you still want to melee, cast a couple Spiritual Weapons and dive in - you'll get three attacks rolls each round! If you want to keep track of others to be sure you're there for them, cast Status - now a 2nd level cleric spell in 3.5! I'm very excited about clerics. Have fun.
Feather

11-28-04, 10:19 PM
Be more focussed on converting people to your religion rather than being 'support' Put your best stat into charisma (keeping wisdom high, of course) and cast hold person, cause fear and other psychological spells more. Use your high charisma to constantly try to convert npc's to your faith.

It might get annoying for the other players, but you'll definitely have a memorable cleric. :cool:
Tony Vargas

12-01-04, 05:54 PM
The 'healer' role is an indispensible one in D&D, and the Cleric does do it very well, so it's good you're not abandoning it. If you find that /all/ you're doing is healing, there are a few things that might help.

One is the rest of your party. Do you have warrior-types, rogues or monks who charge into melee, sucking up AoOs and neglecting thier AC to do big damage? It's a common impulse, and, it puts a big burden on the healer, who not only has to clean up the mess afterwards, but often has to drop whatever he's doing and heal in combat. Get your fellows to aproach combat with a modicum of caution, and to pay attention to maintaining a good AC, so you're not stuck having to combat-heal every round after the first or second. You can help out here, too - a pre-combat buff like Shield of Faith or Bear's Endurance and/or summoned monsters to help hold the front line may reduce the need for cures in the middle of combat.

Another is Domains. Domain spells can't be burned for healing, so you get 1 spell of each level that you're guaranteed to be able to cast in a non-healing way. Pick domains with cool spells - Glory from CD is pretty flashy, for instance. Domain abilities can also help give you other things to do. War gives you a better weapon, for instance, and several domains give you expanded turning/rebuking abilities.

Since I mention turning, that's something else you can do that's not healing, and can't be turned into healing. It's aplicability can be expanded with domains and feats, as well, so it doesn't hurt to be good at it...

Turning, of course, works better with a good CHA, and, so does something else clerics get: in-class Diplomacy. Out of combat, it's pretty easy for you to take a leading role, too. It's something to do - something a lot of character neglect - and it's not healing. ;)

Finally, there's some standard munchkin tricks. Self-only-buffs, like Divine Favor, Divine Power and Righteous Might let you wade into combat pretty effectively, and, since you can't cast them on anyone else. Wands of Cure Light Wounds or Lesser Vigour let you heal up the party between combats at a minimal cost (that you can make sure gets taken out of party treasure), and can also be used by secondary healers like Rangers, Paladins or UMD Rogues. A few potions can also let anyone who winds up low on hit points take care of themselves instead of demand your attention.

Then, there's always the solution of /more Clerics/ - if you're being stretched thin keeping your party on thier feat, maybe someone else should pony up some healing capablity too, either via class choice or items or a cohort.
Trydan

12-02-04, 05:07 AM
... confirm with your DM is ok to take a cleric with "no deity"

...

Tell the other characters that you are calling on the power of your faith before the battle.These two quotes from the post seem to be at odds with one another. So I started thinking about how a cleric could have no deity, but still call upon divine power. There are two options that I thought of.

The Atheist can have power, by denying other gods. One thing that sometimes gets mentioned in real-world religions, is that if you sin, and do not amend your ways, then your god(s) will abandon you. So... that means if you deliberately sin, and vow never to amend, you can effectively kick any god out of you. If you do this with absolute conviction, you can drive the god out of not only yourself, but the surrounding reagion. Thus, even though you do not change, you are affecting everything around you. So, you may as well be improving yourself, rather than reducing the stats of the entire world about you.

An alternative, works along similar lines. Your faith in "no faith" is so strong that you drive all gods out, as before. Thus, you create a nexus/void/thingy of negative divine energy. You can then channel this negative divine energy, in the same way that a cleric-of-a-god can concentrate positive divine energy.

I hope that helps.

PS: This is not a commentary on any real-world religions, but merely a couple of ideas for DMs or Players who are struggling to come up with plausible theories as to why Clerics with "no deity" may still be able to cast divine spells.
Murr-Quan Lord #2

12-02-04, 10:38 PM
Clerics with no deity are usually more drawn to a philosophy, actually. Even an atheist cleric would receive spells based on his philosophy. What you're describing is most appropriate for people whose real philosophy is their atheism. Maybe sort of like the Athar, although in order to get into their prestige class you have to be an ex-Cleric I think ...
Raziel_Brokodar

12-06-04, 06:36 PM
One of my favorite classes is the Cleric... when most people say... "why do I have to be stuck as the cleric!?", I say "We don't have a Cleric!?, Sweet!, What type of party do we have so far?"

Clerics are easy to play: At level 1: pick up some scale mail, a heavy steel shield and a bludgeoning weapon and you're one of the most idolized characters in the group.

One of my first characters was a Dwarven Cleric of Moradin, after the Half-Orc Barbarian dropped out of the party, I became the main fighter. (I don't recommend this)

If you want to be a cleric of any other race or deity (especially in FR) just try to be as close to the race or deity as possible. (elf use bow, and consider having better dexterity than wisdom) and for a god of magic, use a quarterstaff, and act sort of like a mage.

Don't restrict yourself to healer. Yet, try to be relied upon for this. It can be a blessing or bane.

To anybody else stuck in the role of a cleric or just having trouble, remember your character is just as fun/developed as any other, as long as you make it.
Ninja_Sensei

12-09-04, 03:23 PM
I play an elf cleric in one of our games. I play him as more of the community priest than the fighting cleric or "just" the party healer.

The beginning concept was to choose my domains: Protection and Chaos instead of Good and War. I've also concentrated on building and roleplaying him as the most religious elf around (I'm shooting towards the Contemplative prestige class).

So what's happened? Even though he's lagged a bit behind the rest of the party, he is the voice, the diplomat, the de facto leader when involved with other elves, the negotiator, etc. (favourite spell: Eagle's Splendour)

And his chaotic side manifests itself in the manner in which he views the rights of an individual. "Our destiny lies in the choices we make, not in those made for us by others."