Cleric Help.. What Diety/Domains do you prefer? [Archive] - Wizards Community

Post/Author/DateTimePost
Perfect-Twenty

05-04-04, 10:28 PM
Taking into effect the Dieties mentioned in the PHB, as a cleric what Diety and Domains would you choose?

The reason I ask this is because for the first time in 3rd edition I'm going to RP a Cleric (yeah, I'm new)... Either LG, LN, NG alignment. And I'd like to hear opinions related on most effective clerical progression and succession.

Mainly, I need help deciding on a diety and domain to choose from. I was considering St. Cuthbert, and Strength & Destruction for domains.

Of what I can deduct, it seems the cleric is one of the best, if not the best class once approaching mid-to-high levels listed in the PHB. So, I certainly must try PC'ing as a Cleric. Any other input you'd think would help would also be appreciated.
Myst

05-04-04, 11:31 PM
dont count out being a LN/LE/NE cleric of Wee Jas. i usually pick the death and magic domains when playing a cleric of wee jas
Joe Gold

05-04-04, 11:42 PM
or a LG cleric of Wee Jas with those domains, since you seem to be doing 1 step from LG.
GithzeraiMonk

05-05-04, 12:16 AM
the diety you choose is really based on the type of playing you want to do. If you want to be a party member you might want something that you can do just to pump up your allies while you sit in back. Or if you want to be powerful try some of teh dieties that have a lot to do with nature sun or death, those have a lot of spells meant for just destroying things.
Nived

05-05-04, 01:32 AM
Remember, a Cleric of Wee jas with Death and Magic can sing song "Anything you can do I can do better" to a Necromancer and be right.
Lael

05-05-04, 01:51 AM
My Fighter/Cleric's God is similar to St. Cuthbert in his domains. I took Strength and Law because he's pretty much a Templar and has a code of conduct. I possibly would have took war, but seeing he has a few ranks in fighter there was no point. I haven't really used the Law spells too often, but the Strength ones are handy :fight!:
Nived

05-05-04, 02:27 AM
Alignment domains are always nice because they are the ONLY way to craft those spiffy alignment based weapons.
Grox

05-05-04, 02:30 AM
St. Cuthbert gives you access to the Strength domain (an awesome domain, as Lael pointed out) but ALSO the Destruction domain, which will eventually get you Disintegrate --- one of the few Fort-save spells that will work against powerful undead, as well as being a great spell for a bunch of other reasons! Most clerics NEVER get Disintegrate.

St. Cuthbert rocks. The character I named my board persona after (Grox) started out as a half-orc fighter/cleric of St. Cuthbert. Of course, now he's Sergeant Grox of King Binky Farnsworth's Halfling Empire. But that's another story.:)
Perfect-Twenty

05-05-04, 08:21 AM
Wee Jass and Magic & Death, eh?
Well, those are some maniacal domain spells.

Alright, I'll look into the possibilities with that one.
Salla

05-05-04, 08:42 AM
When I pick a diety, I usually go with Bast and take Strength and Destruction. Smite + Feat of Strength + Divine Favor=Much Smiteage. Otherwise, I just go godless and pick whichever two domains seem appropriate to the character's outlook.

Do remember that some of the spells on the Death domain list have the evil descriptor, and as such are inherently evil actions and cannot be cast if you are LG or NG (which is just as well, animating dead is a waste of time). If you have Dieties and Demigods, check out Anubis and his Repose domain (Death without the stupid Evil spells).
Perfect-Twenty

05-05-04, 09:05 AM
Thanks Salla.. Your post was very helpful.

My initial domain choices Strength & Destruction was an optimal choice. And I do favor leading charges and jumping into the fray. Something about it is marked by glory and valor.

Edit: If the domain spells and granted power have some fidelity to their given domain name, then Strength, Destruction, Protection are pretty much most utilizing.
Salla

05-05-04, 09:07 AM
Originally posted by Perfect-Twenty
Thanks Salla.. Your post was very helpful.

Glad to be of service!:tiphat:
Votan

05-05-04, 10:41 AM
Originally posted by Perfect-Twenty
Taking into effect the Dieties mentioned in the PHB, as a cleric what Diety and Domains would you choose?

The reason I ask this is because for the first time in 3rd edition I'm going to RP a Cleric (yeah, I'm new)... Either LG, LN, NG alignment. And I'd like to hear opinions related on most effective clerical progression and succession.

Mainly, I need help deciding on a diety and domain to choose from. I was considering St. Cuthbert, and Strength & Destruction for domains.

Of what I can deduct, it seems the cleric is one of the best, if not the best class once approaching mid-to-high levels listed in the PHB. So, I certainly must try PC'ing as a Cleric. Any other input you'd think would help would also be appreciated.

I tend to take Flarlaghn and luck+Travel. The granted powers make the character more able to survive and there is a domian spell I really like at every level all the way up.

It's a different approach but it seems to work well.
Jeremiah the Red Sage

05-05-04, 10:56 AM
I'm about to be a Lawful Good cleric/wizard of a god of magic, in my group's homebrew world. I like the domains Good and Magic. However it's best to pick your diety and domains based on who you're character is and who you want your character to become.
Perfect-Twenty

05-05-04, 12:30 PM
Interesting... Travel and Luck are good if you want to survive. The Flying, Teleporting, and Luck could steer encounters into your favor. Maybe multiclass into a Monk to make things dynamite? Gain Evasion... I'll look into those possibilities.
SmiloDan

05-05-04, 12:48 PM
I like the granted powers of War, Magic, Luck, and Travel. Trickery can be cool if you have a smart cleric.
I like the spells of Trickery, Magic (free Identify as a level 2 spell!), and Strength. Fire and Sun aren't bad either.
ninjarabbit

05-05-04, 03:47 PM
I like Pelor: Strength and sun, ng Kord: Strength and luck, ng or ln boccob: magic and trickery, among others, though it really should depend on what ype of character you want to play.
gothic_gr

05-05-04, 06:33 PM
I prefer War/Trickery/Earth/Plant

Now i'm playing a neutral cleric of nature with domains Earth/Plant
Barkskin is handy.
krichaiushii

05-05-04, 10:15 PM
One nice thing about the elemental domains, is that - to my knowledge - the turning of opposing elemental creatures includes EVERYTHING that is considered elemental.

So clerics with the Water domain could turn or rebuke a red dragon - who is a creature of Fire. For example.
Remnant

05-05-04, 10:16 PM
Don't forget that combinations of elemental domains (fire and air, water and earth, water and air, etc.) will mean that your cleric can turn or rebuke undead as well as all elemental creatures.

Also, the Sun domain gives you some nice domain spells, as well as making you significantly more proficient is knocking around undead.
spasheridan

05-06-04, 01:14 AM
I'll vote for Kord (str + luck). Favored weapon is a greatsword. Athletic, wrestling, CG. Very nice.

Pelor is always a great choice. I like Healing and Str or Sun.

Cuthbert is a good choice, Str + Destruction, but I find the lawful aspects a bit too much for me.
BlueOgre

05-06-04, 01:35 AM
I often use trickery domain, when I make BBEG clerics. It has as a 2nd level domain spell Invisibilyity, Confusion at 4th level and Time Stop at 9th level, so it has pretty good domain spells for every level.

Travel domain is very good, if there is no arcane spellcaster in the group. Spells like Fly, Dimension Door and Teleport are not otherwise available to a cleric.
Vradin

05-06-04, 09:41 AM
Moradin - Good, Earth domains

Clangeddin - War, Strength domains

Dwarves are the way to go.

Vradin
Grudthak

05-06-04, 11:02 AM
Nerull (NE) - Trickery and Death
Played as - Elsbet (Lev 6 Cleric, 2 Fighter)


Hextor (LE)- Evil and Destruction
Played as - Martin (Lev 7 Cleric)

Morathi
(NE Home-Brewed Goddess of Storms and Coastal Calamities)
Air or Water, Destruction or Evil
Played as - Naomi (Lev 2 Cleric)

Garl Glittergold - Trickery and Protection
Played as - Neddy Seagoon (Lev 12 Cleric, 1 Illusionist)
Salla

05-06-04, 11:31 AM
Originally posted by krichaiushii
One nice thing about the elemental domains, is that - to my knowledge - the turning of opposing elemental creatures includes EVERYTHING that is considered elemental.

So clerics with the Water domain could turn or rebuke a red dragon - who is a creature of Fire. For example.

Nnnnno. A dragon is of type Dragon. It may have the Fire subtype, but it is not of the type 'Elemental'.
Ehlana

05-06-04, 12:23 PM
I like Kord Strength+Luck(reroll good) and Pelor (sun+something). Elemental things are neat too.
markhaus

05-06-04, 01:00 PM
War- huh - goog god, what it isnt good for absolutely nothing!

War and strength:fight!:
lekpic

05-06-04, 01:19 PM
My current Cleric worships Thor

I took Domains of Strength and War, but weather is also cool.
Joe Gold

05-06-04, 03:53 PM
Originally posted by Salla
Nnnnno. A dragon is of type Dragon. It may have the Fire subtype, but it is not of the type 'Elemental'.

Yep, just the elemental subtype that allows it to be turned.
Salla

05-06-04, 04:09 PM
Originally posted by Joe Gold
Yep, just the elemental subtype that allows it to be turned.

No. It is not an Elemental. It is a Dragon. Abilities that function against Elementals have no effect on Dragons regardless of subtype.
Joe Gold

05-06-04, 04:49 PM
The clerical turning domains never say turn fire elementals, they say "turn fire creatures" Same for the rest. By a strict rules-lawyer point of view these abilities are meaningless because "fire creature" is undefined. However, the Draconomicon goes into how it means anything with an elemental subtype. A cleric with the Water domain can make turning attempts on creatures like Red Dragons and Fire Giants.
Salla

05-06-04, 05:26 PM
My apologies. The original poster of the domain specifically used the word 'elemental', so I presumed he meant that the power only worked on Elementals, not creatures of particular subtypes.
krichaiushii

05-06-04, 05:38 PM
That would be me...

Obviously, some people here at the boards need to work on their telepathy, so they can translate my posts. ;)

Joe Gold translated my post properly. Sorry about the confusion, Salla. I promise to work on my use of proper terminology.
Shr3dZ

05-06-04, 05:39 PM
Favorites: Sun/Strength/Travel
Darth K'Trava

05-06-04, 08:21 PM
My various clerics and their domains:

Sharlanna (Pelor): Strength and Sun

Keldaren (multiclassed w/ ranger) (Ehlonna): Plant and Good

Rozhena (Torm-FR): Good, Protection and Strength

A friend's cleric, Elwin (Pelor): Strength and Sun (both have come in real handy recently, especially the Sun domain)

Goes to show that Pelor rocks in our games! :D
Super Guy

05-09-04, 01:13 PM
Noo!! Screw law!

In a good/neutral campaign you can be CG/N/CN and pray to Olidimarra. Take the Luck and Trickery domains. Trickery so that you can become invisible and eventually even be able to cast Time Stop. Keep in mind that Clerics are excellent when they're buffed. Keep in mind that Time Stop is the best spell if you want to buff yourself up.

The luck domain provides you with a luck reroll once a day. Failed the save versus massive damage? Reroll it. The enemy is almost dead and is about to escape but you missed him? Reroll it. The luck reroll saved my life and came in very useful more than a few times.
Ogre Mage

05-10-04, 05:48 AM
Core Domains: Luck, War, Strength, Travel, Sun, Magic.

FR Domains: Renewal, Spell, Time, Elf.
Super Guy

05-10-04, 09:13 AM
I believe if you're LN you could pray to Farlanghn for the Luck domain, or you could pray to Kurtulmak for the Luck and/or Trickery domain. But you'd have to be weird to pray to Kurtulmak, being the god of Kobolds and all.
Nived

05-10-04, 12:03 PM
Recently one of my favorite Domains is the Passion domain from the Dragonlance Campaign setting. The granted power is effectively being able to use Barbarian Rage once per day, not a bad spell list either.
Remnant

05-10-04, 03:19 PM
Originally posted by Super Guy
I believe if you're LN you could pray to Farlanghn for the Luck domain, or you could pray to Kurtulmak for the Luck and/or Trickery domain. But you'd have to be weird to pray to Kurtulmak, being the god of Kobolds and all.

Not to mention that under standard rules, Kurtulmak wouldn't grant you spells unless you were a kobold.
pres_man

05-10-04, 05:45 PM
Magic Domain Rocks!!

- 3rd level and higher get 1 free identify (no pearl needed) per day.

- use scrolls, wand, etc. from the sorcerer/wizard list at half your cleric level, which lets face it whips the tail out of use magic device since probably around 95% of scrolls and such are either cleric spells or sorcerer/wizard.
lancer00800

05-10-04, 07:05 PM
3.0 domains:

- Animal Domain: Free animal companion and the spell shapeshift (correct me if im wrong)!!

- Death domain is simply sweet
- Nobility is a good domain for clerics who like buffing spells
- Sun has a very powerful ability
- Magic gives you Mordenkains disjunction
- Trickery gives you time stop
Super Guy

05-10-04, 09:12 PM
Oh, bah, screw standard rules. =P

If you're the most powerful creature in the multiverse, and suddenly take one cleric level after devoting your whole human life towards the cause of the Kobold, then I think it's ridiculous that Kurtulmak would say "Uh-uh, sorry, I have to go by the books. Rules are rules."

Even in cases where you're only level one...sheesh, why not give spells to non-Kobolds? As far as Kobolds go, they need the help.
=P
Frodo Lives

05-11-04, 10:19 PM
Best core domains:

Travel: Good spell list, awesome domain power. No worries about being grappled or held. :D

Magic: Decent spell list, not great (with the exception of Identify without the aracne material component) BEST domain power out there if there is no Wizard or Sorc in the group

Luck: The spell list is only OK, but a great domain power (as stated before) To be able to re roll once a day is literally a life saver. Ask yourself, how many times has a character of mine been in big trouble because I failed an easy save, check, or attack roll? If you are anything like me, it's been a lot.

Strength: Not a huge fan of the domain power, it's very limited and is only really effective at higher levels. But I like every single spell on the list. No useless spell levels, which if you take the wrong combo of domains can happen and thats a waste of a good spell slot.

Sun: Solid spell list, and a good ability to make turning very very deadly when facing undead.

War: For a single classed cleric it is always nice to have a good martial weapon prof. and WF helps out a lot at early levels. The spell list is great for a melee cleric.

That is only my personal preferance, and frankly I look for what type of character I want to play and choose the god first, not the domains as I find that as a cleric much of my personality and style is reflected in who I worship.
Michaelot

05-12-04, 03:55 PM
I am going to have to agree with Spasheridan about the Healing and Sun Domain and also with Frodo Lives about the benefit of the Sun Domain.

The Cleric I play worships Pelor and has the Healing and Sun Domains.

This give a pretty versatile cleric who is loved by all wounded and feared by all evil, especially undead. In the beginnings of your adventuring you of course rely a lot on team work. ;) The Healing Domain allows you to heal at one level higher than you caster level. You may be thinking big deal! :rolleyes: :bored:

But here is the bonus of this: Logically a lone party member is not going to survive by themself so you need to keep your party alive in order for you to stay alive. Since you, as a cleric, can turn any spell into a healing spell and the granted power for the healing domain lets you cast it at one level higher, it means you don't have to cast as many healing spells to patch up you and your party. Thus allowing you to keep more of the spells you want or need to use. Which in turn give you more of the spells you want to keep for fighting your foes :D

The combination of using the Sun Domain allows you to still have a powerful strike against enemies, especially against undead. With this domain you get once per day the chance to completely destroy the undead that oppose you, not just turn them. Depending on the type of UnDead this could be tons of XP. :drool: Additionally, if you take 5 or more ranks in Knowledge Religion this gives you a +2 to turn checks...that +2 can make all the difference in turning greater undead types.
Votan

05-12-04, 03:59 PM
Originally posted by Michaelot
But here is the bonus of this: Logically a lone party member is not going to survive by themself so you need to keep your party alive in order for you to stay alive. Since you, as a cleric, can turn any spell into a healing spell and the granted power for the healing domain lets you cast it at one level higher, it means you don't have to cast as many healing spells to patch up you and your party. Thus allowing you to keep more of the spells you want or need to use. Which in turn give you more of the spells you want to keep for fighting your foes

The advantagge of not having the healing domain is that it guarentees that at least SOME of your spells will not be healing spells. In parties who take a lot of damage this can be an issue -- the cleric spends all of his spells healing.
Glust Ekem

05-24-04, 10:45 PM
Why does no one ever mention the summoning domain as being good?
Gandilas

05-25-04, 12:30 AM
Hello.

I've been using a LN Cleric of Farlangan with Luck and Travel. The RP aspect is very good as well, particularly if the party spends some time outside instead of doing dungeon crawls.