Cleric Help

Untere

First Post
Hello everyone!

So I'm having some difficulty with character creation. I have never rolled a cleric before, and am somewhat new to DND. I have no problem being a cleric, the only problem is I am worried about becoming incredibly bored in a position as a simple "healbot."

So, I was wondering if anyone had any opinions on a good way to balance damage-dealing and healing. I dont want to just go straight malice cleric as the party still needs healing done, but as stated earlier I want to do more than just heal.

Are there any suggestions on domains, deity, feats, spells, etc?
 

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Spontaneous casting really helps with the "healbot" factor. That way can prep some self-buff spells, party buff spells and in times of need spontaneously cast a healing spell. Pick up a cure wand if your GM allows the purchase of magic items for healing between combat so you don't burn spell slots unnecessarily.

Using that you an sort of build the cleric you want and still fill the role your party members are going to expect you to fill.

Of course keep in mind sometimes a party might not think you heal enough while you are busy buffing, wading into combat and such. I had a party once that wasn't real fond of my dwaven cleric that preferred wading into battle than healing....
 

Hello everyone!

So I'm having some difficulty with character creation. I have never rolled a cleric before, and am somewhat new to DND. I have no problem being a cleric, the only problem is I am worried about becoming incredibly bored in a position as a simple "healbot."

So, I was wondering if anyone had any opinions on a good way to balance damage-dealing and healing. I dont want to just go straight malice cleric as the party still needs healing done, but as stated earlier I want to do more than just heal.

Are there any suggestions on domains, deity, feats, spells, etc?
You don't have to be the healbot. You probably won't be healing anyone until after the combat is over. I would focus on doing what you want to do first. I would also tell the party to be tactical.
In Pathfinder you get your channels. That should be enough so you that you hardly ever have to burn any spell on cure spells. I would get restoration at least once per day when you get access to it. The other healing(status) spells will depend on your GM. Buff spells like bless also help.
The domains depend on what you want to do, and what books you have access to.
What point buy you have or what stats you rolled is also a factor into what advice should be given.

Do you want to be an archer , TWF, Sword and board. There is at least one cleric guide on the Paizo.com message board. I would log in over there and ask for it.
 

The above, plus in Pathfinder you've got the Channel Energy class feature. In essence it's a secondary Mass Heal effect, or an Undead Damage effect. You take the Extra Channeling feat, and you get a pile more heals/energy-smashes than before.

A cleric is a supportive role, though. You may be in the wrong line of work if you're bored by the idea of healing others.

While I'm not devoted to 4e, I do think it has some brilliant concepts for RPGs. One of these is the class category of Leader for characters like the Cleric and Bard, whose strength is bringing out the best in others (isn't that a great definition for Leader? Not "the best of us" but "the one who brings out the best IN us"). Taking a hit for the team, healing them, buffing them, being the guy who swings in to save the day: that's the Cleric. You get a lot of street credit for taking care of people, and that means that (while you're not the boss) people will still listen to what you have to say because you're reliable, helpful, and take care of them.

If your Cleric can also bake cookies, they'd make a great mother... the ideal mom!

That's the thing about clerics. You sound like you might want to play a Wizard if you're not into that.
 

For spells: Spiritual Weapon, Spiritual Ally, and Instant Armor are all good ones to have prepared for a combative cleric

Ability to spontaneously cast cure spells really helps free up slots for combat/buff spells

Depending on what your DM likes to throw at you Fire and Death domains add good benefits (offensive spells from fire, being treated an undead for negative energy from death) and the healing domain means less spells to healing as it boosts cure power and adds a healing touch

Pharasma and Sarenrae are good choices imo (dagger, good throwing, and scimitar, decent damage good crit range)

Hope this helps
 

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