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<blockquote data-quote="babomb" data-source="post: 2598220" data-attributes="member: 1316"><p>Regarding domains: If you really want to be uber, I like the Strength and War domains (except that they have the same spell at 3rd level). They have good attack and buff spells, a free Weapon Focus, and + cleric level to Strength for 1 round/day. Destruction is also pretty cool (Smite 1/day); take Extra Smite and you're golden. If your campaign has a lot of undead, Sun would be a great choice. The previous suggestion of taking two elements is a good one too.</p><p></p><p>There are lots of good spells: Flame Strike, Magic Vestment, Rightous Might, Divine Power, Divine Favor, Blade Barrier, Spiritual Weapon, Greater Magic Weapon, Destruction, Harm, and Firestorm, for example.</p><p></p><p>For feats, try Extra Turning and some Divine feats or Extra Smite with the Destruction domain.</p><p></p><p>Clerics are a blast to play. You can justify almost anything as a religious practice: shave your head, constantly spout aphorisms, be a drunken good-for-nothing, be a harsh by-the-book inquisitor, play the mandolin, try to convert EVERYONE, take the Vow of Peace/Poverty, talk to your god sarcastically, say "Kettenek's Justice demands it!" every chance you get; just play it up and put the FUN in fundamentalism! Adventure hooks are built in too: orders from your superiors, stopping evil churches, disputes with friendly churches, church factions, schisms, heretics, heretics who may be right, crusades, inquisitions, holy artifacts, evil artifacts, converting succubi, saints brought back as undead, corrupt leaders, etc.</p><p></p><p>As has been mentioned, make a wand of <em>Cure Light Wounds</em> and spend your spells killing baddies instead. Heck, if you REALLY don't want to be a healbot, make an neutral cleric that channels negative energy.</p></blockquote><p></p>
[QUOTE="babomb, post: 2598220, member: 1316"] Regarding domains: If you really want to be uber, I like the Strength and War domains (except that they have the same spell at 3rd level). They have good attack and buff spells, a free Weapon Focus, and + cleric level to Strength for 1 round/day. Destruction is also pretty cool (Smite 1/day); take Extra Smite and you're golden. If your campaign has a lot of undead, Sun would be a great choice. The previous suggestion of taking two elements is a good one too. There are lots of good spells: Flame Strike, Magic Vestment, Rightous Might, Divine Power, Divine Favor, Blade Barrier, Spiritual Weapon, Greater Magic Weapon, Destruction, Harm, and Firestorm, for example. For feats, try Extra Turning and some Divine feats or Extra Smite with the Destruction domain. Clerics are a blast to play. You can justify almost anything as a religious practice: shave your head, constantly spout aphorisms, be a drunken good-for-nothing, be a harsh by-the-book inquisitor, play the mandolin, try to convert EVERYONE, take the Vow of Peace/Poverty, talk to your god sarcastically, say "Kettenek's Justice demands it!" every chance you get; just play it up and put the FUN in fundamentalism! Adventure hooks are built in too: orders from your superiors, stopping evil churches, disputes with friendly churches, church factions, schisms, heretics, heretics who may be right, crusades, inquisitions, holy artifacts, evil artifacts, converting succubi, saints brought back as undead, corrupt leaders, etc. As has been mentioned, make a wand of [i]Cure Light Wounds[/i] and spend your spells killing baddies instead. Heck, if you REALLY don't want to be a healbot, make an neutral cleric that channels negative energy. [/QUOTE]
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