| Post/Author/DateTime | Post |
|---|---|
| SoulGrasp03-16-05, 09:26 AM | I'm going to be playing a lvl 14 Cleric sometime soon, and I was wondering if someone could give me a good idea of a layout of the character. The rest of the party so far is a lvl 14 Rogue, and either a lvl 14 Mage, or a lvl 14 dwarven fighter. I was wondering what domains are good for an overall Cleric, weapons, and spells. I know that Cleric's have the summon monster spell, but you have to keep taking them to get more powerful monsters correct? Is it worth a spell slot in the end? Is that end monster that powerful? |
| Vatras03-16-05, 10:06 AM | Just try it out. You can change the spell next day, if you didnt like the monster it called. The same goes for all spells...the staple melee spells are Divine Favor, Divine Might and Righteous Might and maybe Magical Vestment, the main heal is Heal, feel free to try the others out over time. Its not very important what weapon you wield, as long as its 2H, if you are a melee cleric, for that higher PA damage. Usually you have to choose from the domains your deity provides...and you did not provide that little detail. The domains of Luck, Magic, Spells, Time, Travel, Strength and War have all nice abilities/spells and no deity has them all. |