| Post/Author/DateTime | Post |
|---|---|
| Kerrek04-03-05, 12:40 PM | I'm used to playing a rogue, so just to give myself a chance this guy should not be too lawful. Please share some thoughts on using and most useful domain abilities? "Luck" sounds like fun but it smells of munchkin. War is enticing but weapons over healing and turning? |
| Draco Strang04-03-05, 01:02 PM | Who's your god? You realize you can only take domains that your god sponsors. Or, if you worship good, evil, or neutrality as a concept then you do have access to all of them, I think. (Or you don't get any, I forget) Luck is a fun one...I like War too. If you're going into a campaign where you know you'll be fighting a lot of a certain creature subset (air earth fire water) then take the opposing domain, so you can turn them. That helps. I always liked the fire domain......it's got excellent offensive spells. If you give us a god and your character concept, we can help you make a better decision. |
| Kerrek04-03-05, 02:01 PM | Picking a god is part of what I'm fishing for. I've never in 25 years played a cleric. I want to take some time on this so I can get involved with the idea of cleric without just doing the numbers. The party needs: a cleric stratagies a second fighter I need a character who can get involved beyond sitting in the back and healing. |
| FriendoftheDork04-03-05, 02:03 PM | Travel is great. If you want to play a roguish cleric then Olidamarra or similar is a good option has Trickery domain, which is one of the best. War is best for the melee cleric. I find it a bit boring though. Luck is not more "munchkin" than other domains, and the ability is best used for critical situations.. such as whent that disintegrate spell hits you. But give us a complete concept and what gods you consider, and I tell you what domains are best. |
| Istarion04-03-05, 03:39 PM | Never undrestimate being a more "typical" cleric... If your party needs a full-time supporter, you could take the healing domain, along with the sun domain for undead-asskicking goodness. (and, if you choose Pelor as a Deity, opening a possible access to Radiant servant of Pelor, which will expand your effectiveness) my 2 coppers |
| Tealeaf the Pirate04-03-05, 11:54 PM | If there aren't any spell casters then Death and Magic are excellent! And no, you don't have to be evil to have those domains.. |
| Hochiu04-04-05, 01:12 AM | Well. Let me put my two copper in... Before your domains and the like, what is your alignment? Good or evil? If you're a neutral type cleric (TN, CN, LN), you'll have to decide if you want to turn or rebuke undead. Work in that sense, building up that way. Remember: A cleric can spontaneously drop a prepared spell for a Cure/Inflict of the same (or lower?) caster level. So you'll always be able to have healing spells on hand, in reference of course to your War domain comment. I typically stay away from the standard Dungeon and Dragons core pantheon, since they don't necessarily "click" with me. Heh. I have two active Cleric characters. One's a Cleric/Ranger of Frey with Sun and Plant domains and the other is a Rogue/Cleric with the 3rd Ed. Celerity and 3.5 Travel domains. The cleric is a fun class if you can get past the stereotype of it being a healer first and foremost. Yes, it is intended for a healer, but there are so many more things you can do to branch off with it. Like my Freyian character. He's a champion of the common-folk who is currently at odds with his church due to their "incorrect" ways. He's also leading troops into battle due to a large war, trying to protect those same common folk. I think he's going to eventually found his own church in a plot of land he asked for from a king whose kingdom he helped hold together. My other character? Rogue, first and foremost. She's kind of a robin-hood style character, CG who hates established government because she feels it does more harm than good. But she doesn't harm the innocent. She likes to steal from corrupt nobles. :D Anyway. The above examples are meant to show you a bit of diversity between the choices for a cleric. I wish you luck. |
| Big Tom04-04-05, 01:35 AM | I like the combo of Travel and either Stregnth or Healing, depending on the needs of the party. Travel allows you to move great distances, and gets you Freedom of Movement. I never go out without it. Stregnth is good if you will be an offensive cleric, hitting things and casting Inflict spells up on the line, and such. Healing works a little better if you want to cover your party's backs with more casting, both of the Inflict and Cure varieties. I like to be able to spontaniously Cure people, while using most of my lower level (1-4) spells as a few utilities and a bunch of Inflicts. Harm and Heal are the two most useful Cleric spells in the game, but they are 6th level spells. |