Gorgon Zee
Hero
I don't know - you tell me![]()
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:
- With three actions, you can make an attack roll at full bonus and cast a non-attack spell (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
- True strike 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 combine status spells nicely. With plenty of space, I like air walk and enlarge, 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, slow 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, searing light 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 summons for creatures that do not attack, but buff the party or debuff enemies.
(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.
Divine Cleric Spells DC 30, attack +20;
- 6th heroism, searing light (2)
- 5th command, dispel magic, summon celestial
- 4th air walk, enlarge, fireball
- 3rd comprehend language, heroism, neutralize poison
- 2nd restoration, see invisibility, sound burst
- 1st true strike (3)
- Cantrips (6th) detect magic, guidance, read aura, shield, sigil
- 4th (1 slots) dimension door
- 3rd (1 slots) haste
- 2nd (1 slots) illusory creature, mirror image
- 1st (1 slots) alarm, true strike
- Cantrips (6th) ghost sound, join pasts, telekinetic projectile
Last edited: