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<blockquote data-quote="waderockett" data-source="post: 6155908" data-attributes="member: 6675103"><p>Bear in mind that the pre-gens were created for use with the 2-hour demo. The first hour is spent filling in the blanks, and the second hour consists of an encounter that's based on player choices. The characters are combat-focused because combat is a significant part of the demo.</p><p></p><p>Most standard cleric spells are related to combat: they heal, do damage, or provide defense. At higher levels, clerics can do things like travel through the overworld and resurrect people, though the latter is at great cost.</p><p></p><p>As Imaro mentioned, ritual casting expands the effect of standard spells to produce free-form, non-combat effects. A cleric in my campaign dedicated to the goddess of hearth and home used ritual casting to close a demonic portal in someone's house.</p><p></p><p>The cleric domains of Love/Beauty and Knowledge/Lore provide exclusively non-combat abilities.</p><p></p><p>And last but certainly not least, you'll notice that the pregen character sheets have their backgrounds and One Unique Things left blank. This is where the non-combat stuff really comes into play. Suggestions for cleric backgrounds in the game include village healer, archivist, military chaplain, temple guard, bartender, reformed thief, abyssal survivor, wasteland prophet, dwarven hierophant, initiate of the Stellar Chorus, bishop of Foothold, multiversal pantheist, Cathedral guide, tutored by angels. And One Unique Things don't provide a mechanical benefit -- they're for story only.</p><p></p><p>Probably the best example of a wizard's non-combat capabilities is the Utility Spell slot:</p></blockquote><p></p>
[QUOTE="waderockett, post: 6155908, member: 6675103"] Bear in mind that the pre-gens were created for use with the 2-hour demo. The first hour is spent filling in the blanks, and the second hour consists of an encounter that's based on player choices. The characters are combat-focused because combat is a significant part of the demo. Most standard cleric spells are related to combat: they heal, do damage, or provide defense. At higher levels, clerics can do things like travel through the overworld and resurrect people, though the latter is at great cost. As Imaro mentioned, ritual casting expands the effect of standard spells to produce free-form, non-combat effects. A cleric in my campaign dedicated to the goddess of hearth and home used ritual casting to close a demonic portal in someone's house. The cleric domains of Love/Beauty and Knowledge/Lore provide exclusively non-combat abilities. And last but certainly not least, you'll notice that the pregen character sheets have their backgrounds and One Unique Things left blank. This is where the non-combat stuff really comes into play. Suggestions for cleric backgrounds in the game include village healer, archivist, military chaplain, temple guard, bartender, reformed thief, abyssal survivor, wasteland prophet, dwarven hierophant, initiate of the Stellar Chorus, bishop of Foothold, multiversal pantheist, Cathedral guide, tutored by angels. And One Unique Things don't provide a mechanical benefit -- they're for story only. Probably the best example of a wizard's non-combat capabilities is the Utility Spell slot: [/QUOTE]
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