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D&D 3E/3.5 Clerics in 3.5


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schnee

First Post
Clerics also have very limited range on their spells. This puts them at a distinct disadvantage to archers and evoker wizard/sorcs in open ground, especially if they're low dex plate armor tanks.
 

Celtavian

Dragon Lord
re

Divine Power is not such a bad spell. Righteous Might, however, is a real strong spell. The DR it gives in 3.5 really makes it tough. Not many creatures have "evil" aligned weapons, and will have a tough time breaking DR 5-15/evil. That spell alone really makes a cleric a tough fight. Other spells such as Divine Favor and Divine Power are strong spells, but they help offensively far more than defensively. Righteous Might helps offensively and defensively, and is a very powerful spell.
 

ForceUser

Explorer
Aust Diamondew said:
I've always thought clerics were a tad too powerful. Still do in 3.5. Have I done anything about it? No. Not to many have played them.
To balance clerics & druids, we no longer give them access to the entire spell list. Instead, they gain spontaneous & domain spells for free, and have to pick 2 per level off their spell lists like wizards.
 

Darklone

Registered User
In my groups the clerics always were the most powerful PCs...

Clerics are broken. ;)

Right now I have 2 clerics and 2 druids in a group... Can't say that this group misses a frontline fighter.
 

Darth K'Trava

First Post
Cleric's aren't so powerful at the lower levels as they:

1. Don't have very many offensive spells.
2. Usually have to burn quite a few spells on healing, leaving very few, if any for other purposes (other than domain spells).
3. No room to use any sort of metamagic feats on their spells. Not many that would be worthwhile, IMO, to metamagic.

Higher level clerics can get quite nasty if spells are chosen wisely.

1. Access to more powerful offensive spells (find a cleric who DOESN'T cast Flame Strike the first chance he gets!).
2. More spells to actually use rather than turn into healing spells.
3. Can use some metamagic feats on spells.

I had a 29th level cleric who could maximize/enhance Flame Strikes, spontaneously cast Heal spells (probably a house rule), cast quite a few of the monstrous amount of spells she had, and still have lots left over for Cure spells (when running out of Heal spells-she had 6(!) she could cast in a day).

All this and be a decent fighter to boot! Yeah! And in some cases be BETTER than a fighter (Righteous Might anyone?!?).
 

Clerics

Clerics and druids are probably 2 of the stronger classes in 3.5. Clerics in particular are easily handled with a few simple things that a good DM can throw at them from time to time.

Dispel magic/greater dispel really wreck a cleric's day when he's uber buffed up burning a bunch of spells to turn into the super fighter.

Righteous might and the other cleric buff spells definitely do NOT equal what a fighter of the same level can do. Unless the cleric burned almost all of their feats in choosing combat/melee type feats. Fighters arent made from just their BAB/strength....feats make the fighter and what you do with them.

Unless the cleric uses divine agility, throw in a few reflex save nasty spells and it's all over. If they do use divine agility, simply dispel it.

Touch attacks work wonders also on most clerics.

Grapple/trip them/improved grab em. Most clerics even with righteous might wont have the str/dex stats to escape artist or get out of a good grapple.

Enervation will take some steam out of their sails also. Start eating away their spells/levels temporarily will get their attention.

Put in some water/pits and have the BBEG knock them in. Most clerics loaded with armor will have lots of fun trying to swim and make swim checks at -1 swim penalty per 5#'s of equipment. (quicksand, lots of similar hazards)

Spells like touch of idiocy followed up with a feeblemind sometimes work as well. (or touch of idiocy with a room that contains a mind fog spell, even that cleric with the uber Will save will start to have problems)
 

rangerjohn

Explorer
LifebaneSoulshadow said:
Put in some water/pits and have the BBEG knock them in. Most clerics loaded with armor will have lots of fun trying to swim and make swim checks at -1 swim penalty per 5#'s of equipment. (quicksand, lots of similar hazards)


In 3.5 its just armor check penalty x2. Not that that can't still be bad.
 

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