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<blockquote data-quote="GrahamWills" data-source="post: 8014392" data-attributes="member: 75787"><p>We don't actually have an arcane caster in the group, but we do have a cleric and druid, now at level 12. So I have some experience:</p><ul> <li data-xf-list-type="ul">With three actions, you can make an <strong>attack roll at full bonus</strong> and<strong> cast a non-attack spel</strong>l (e.g. fireball!) at full save DC. So especially for the cleric, it's well worth while swinging an axe or firing a ranged weapon. If they're not doing that, they're leaving damage on the table</li> <li data-xf-list-type="ul"><strong>True strike</strong> is extremely powerful. Combine it with any attack spell for a full round action that will almost certainly hit and has a high critical chance.</li> <li data-xf-list-type="ul">If you have a round or two set-up time, you can <strong>combine status spells</strong> nicely. With plenty of space, I like <em>air walk</em> and <em>enlarge</em>, so I can walk 15' over the top of a non-flying enemy and have them unable to touch me as I whack em.</li> <li data-xf-list-type="ul">Against solos, <strong>slow </strong>is surprisingly good. Even on a success, it takes away an action from their next round. Which is nice if they planned to walk up and do a two-action blender-of-death melee attack, but even nicer when it prevents that 3 action summons going off.</li> <li data-xf-list-type="ul">For the cleric, <strong>searing light</strong> is an absolute must if there's any chance of fiends or undead around. At level 5 it does 10d6 damage (22d6 at level 11) and with true strike there's a pretty good chance of a critical.</li> <li data-xf-list-type="ul">As I mentioned previously, look at <strong>summons</strong> for creatures that do not attack, but buff the party or debuff enemies.</li> </ul><p>I used to use fireball a fair amount (fire cleric), but it started feeling underpowered compared to other options. And then my cleric converted to Desna, so I lost access to fire spells. But even so, the generic zap spells don't feel that exciting -- I'd look away from them and into other options. Plus, a lot more fun!</p><p></p><p>(EDIT)</p><p>Here's my cleric's current load out. Not claiming it's the best, but I'm definitely having fun with it! With the recent switch to Desna worship, my melee attack has tanked (only +20) until I hit next level and get expertise in my great axe (so it'll be +23, +25 with heroism for key fights) . Desna's belief that I'd like to jump into combat wielding a starknife is not actually something I embrace.</p><p></p><p><strong>Divine Cleric Spells</strong> DC 30, attack +20;</p><ul> <li data-xf-list-type="ul"><strong>6th</strong> heroism, searing light (2)</li> <li data-xf-list-type="ul"><strong>5th</strong> command, dispel magic, summon celestial</li> <li data-xf-list-type="ul"><strong>4th</strong> air walk, enlarge, fireball</li> <li data-xf-list-type="ul"><strong>3rd</strong> comprehend language, heroism, neutralize poison</li> <li data-xf-list-type="ul"><strong>2nd</strong> restoration, see invisibility, sound burst</li> <li data-xf-list-type="ul"><strong>1st</strong> true strike (3)</li> <li data-xf-list-type="ul"><strong>Cantrips</strong> (6th) detect magic, guidance, read aura, shield, sigil</li> </ul><p><strong>Occult Bard Spells</strong> DC 30, attack +20</p><ul> <li data-xf-list-type="ul"><strong>4th</strong> (1 slots) dimension door</li> <li data-xf-list-type="ul"><strong>3rd</strong> (1 slots) haste</li> <li data-xf-list-type="ul"><strong>2nd</strong> (1 slots) illusory creature, mirror image</li> <li data-xf-list-type="ul"><strong>1st</strong> (1 slots) alarm, true strike</li> <li data-xf-list-type="ul"><strong>Cantrips</strong> (6th) ghost sound, join pasts, telekinetic projectile</li> </ul></blockquote><p></p>
[QUOTE="GrahamWills, post: 8014392, member: 75787"] We don't actually have an arcane caster in the group, but we do have a cleric and druid, now at level 12. So I have some experience: [LIST] [*]With three actions, you can make an [B]attack roll at full bonus[/B] and[B] cast a non-attack spel[/B]l (e.g. fireball!) at full save DC. So especially for the cleric, it's well worth while swinging an axe or firing a ranged weapon. If they're not doing that, they're leaving damage on the table [*][B]True strike[/B] is extremely powerful. Combine it with any attack spell for a full round action that will almost certainly hit and has a high critical chance. [*]If you have a round or two set-up time, you can [B]combine status spells[/B] nicely. With plenty of space, I like [I]air walk[/I] and [I]enlarge[/I], so I can walk 15' over the top of a non-flying enemy and have them unable to touch me as I whack em. [*]Against solos, [B]slow [/B]is surprisingly good. Even on a success, it takes away an action from their next round. Which is nice if they planned to walk up and do a two-action blender-of-death melee attack, but even nicer when it prevents that 3 action summons going off. [*]For the cleric, [B]searing light[/B] is an absolute must if there's any chance of fiends or undead around. At level 5 it does 10d6 damage (22d6 at level 11) and with true strike there's a pretty good chance of a critical. [*]As I mentioned previously, look at [B]summons[/B] for creatures that do not attack, but buff the party or debuff enemies. [/LIST] I used to use fireball a fair amount (fire cleric), but it started feeling underpowered compared to other options. And then my cleric converted to Desna, so I lost access to fire spells. But even so, the generic zap spells don't feel that exciting -- I'd look away from them and into other options. Plus, a lot more fun! (EDIT) Here's my cleric's current load out. Not claiming it's the best, but I'm definitely having fun with it! With the recent switch to Desna worship, my melee attack has tanked (only +20) until I hit next level and get expertise in my great axe (so it'll be +23, +25 with heroism for key fights) . Desna's belief that I'd like to jump into combat wielding a starknife is not actually something I embrace. [B]Divine Cleric Spells[/B] DC 30, attack +20; [LIST] [*][B]6th[/B] heroism, searing light (2) [*][B]5th[/B] command, dispel magic, summon celestial [*][B]4th[/B] air walk, enlarge, fireball [*][B]3rd[/B] comprehend language, heroism, neutralize poison [*][B]2nd[/B] restoration, see invisibility, sound burst [*][B]1st[/B] true strike (3) [*][B]Cantrips[/B] (6th) detect magic, guidance, read aura, shield, sigil [/LIST] [B]Occult Bard Spells[/B] DC 30, attack +20 [LIST] [*][B]4th[/B] (1 slots) dimension door [*][B]3rd[/B] (1 slots) haste [*][B]2nd[/B] (1 slots) illusory creature, mirror image [*][B]1st[/B] (1 slots) alarm, true strike [*][B]Cantrips[/B] (6th) ghost sound, join pasts, telekinetic projectile [/LIST] [/QUOTE]
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