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<blockquote data-quote="kigmatzomat" data-source="post: 552974" data-attributes="member: 9254"><p>At low levels, sure, I can see using buff spells. There isn't much difference between a cleric and fighter until about 4th level. But not healing the others? Good grief, how short sighted. If for no other reason that I, as a non-cleric in the party, would insist that all CLW wands are purchased pre-split. Your daily spells are not worth the gp loss from a purely fiscal mindset.</p><p></p><p> </p><p></p><p>No, I don't think you are a "nice" archer-cleric. And technically, yes, yes he does. Every time he rages he runs the risk of dying on his feet. </p><p></p><p>In the game I run, the characters mantra is "SAVE THE CLERIC!" because he can (and will) save them, even if they die. But if the cleric falls they are SOL. There's no way anyone but the cleric can get them back on their feet in case any other threats show up. </p><p></p><p>At higher levels the cleric won't be able to take the opponents 1-on-1 the way the warrior-types can; his BAB drops behind and his lack of feats and combat tricks becomes too evident. The power of a cleric becomes his spells; his armor just means he doesn't have to flee the battlefield. <em>Searing light, flame strike, </em> and the other direct damage are the most often recognized sources of power, but there's no better source of indirect damage than using a <em>Heal, </em> or <em>Cure</em> to put a fighter back in the fray. Most fighters can dish out as much damage as a level-equivalent searing light in a round; more with good specials like cleave. The more friendly combatants reduces the amount of damage each takes; cleric inclusive. </p><p></p><p>So don't be surprised if your cleric gets fragged or froze out when another character gets sick of it and brings in their own cleric.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 552974, member: 9254"] At low levels, sure, I can see using buff spells. There isn't much difference between a cleric and fighter until about 4th level. But not healing the others? Good grief, how short sighted. If for no other reason that I, as a non-cleric in the party, would insist that all CLW wands are purchased pre-split. Your daily spells are not worth the gp loss from a purely fiscal mindset. [B][/B] No, I don't think you are a "nice" archer-cleric. And technically, yes, yes he does. Every time he rages he runs the risk of dying on his feet. In the game I run, the characters mantra is "SAVE THE CLERIC!" because he can (and will) save them, even if they die. But if the cleric falls they are SOL. There's no way anyone but the cleric can get them back on their feet in case any other threats show up. At higher levels the cleric won't be able to take the opponents 1-on-1 the way the warrior-types can; his BAB drops behind and his lack of feats and combat tricks becomes too evident. The power of a cleric becomes his spells; his armor just means he doesn't have to flee the battlefield. [i]Searing light, flame strike, [/i] and the other direct damage are the most often recognized sources of power, but there's no better source of indirect damage than using a [i]Heal, [/i] or [i]Cure[/i] to put a fighter back in the fray. Most fighters can dish out as much damage as a level-equivalent searing light in a round; more with good specials like cleave. The more friendly combatants reduces the amount of damage each takes; cleric inclusive. So don't be surprised if your cleric gets fragged or froze out when another character gets sick of it and brings in their own cleric. [/QUOTE]
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