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Creating a Cleric
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<blockquote data-quote="Li Shenron" data-source="post: 896759" data-attributes="member: 1465"><p>I am currently playing a CG Wild Elf Cleric of Kord. He is very archery-style (high Dex + feats), and uses the most classical spells i.e. healing + buffs, plus a few damage spells here and there (Inflict Moderate Wounds, Sound Burst).</p><p></p><p>Some considerations from my limited (just become 4th) clerical career:</p><p></p><p>1. I had access only to PHB deities when I created my PC. Neverthless, when I started picturing them, I found out they provide very good and very diverse ideas for RP and strategy alike. You can really make many completely different Clerics without necessarily use non-core material. I would suggest to just take 5 minutes for each deity and try to imagine a typical Cleric what would she be like...</p><p></p><p>2. The sheer amount of spells in the list was overwhelming me: so while I was browsing the deities, I kept an eye on the spell list (levels 0-3) and chose a subset to fit my PC: he was more a shaman-like athletic/hunter priest, from a culture very much resembling the Native Americans (I even wrote down spells' verbal components in Cherokee language <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />), so buffs like Bull's Strength and heals like Cure Wounds were the basis, together with protections and curses. OTOH, I discarded divinations, in the sense that I never prepare them daily but may use them for a special day, and summonings. If you don't mind much losing a little power, have your Cleric use "favored" spells of a type that suits her interests; she will be more than a cleric, she will be a focused cleric.</p><p></p><p>3. I had to say I discarded soon the idea of a PrCl or multiclassing: I didn't want to delay spell progression towards Raise Dead, which I considered a point to reach ASAP. But I have to say that with my Int 6, i.e. 1 skill point per level, I can't qualify for much until after level 10 or 12.</p><p></p><p>4. Don't choose to be an archer Cleric because it's easy. I chose it only because it really fitted my idea of a Native American-like young shaman, that's also why I chose Wild Elf. You will be still good in defending yourself and supporting the party, even if you wield a quartestaff because it suits your image best. Don't be afraid of being sub-optimal (heck! I still wear only a Studded Leather because he doesn't like to wear metal <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />).</p><p></p><p>5. Depending on your choices, if you miss crunchy stuff, try to take feats that considerably change your character's activity: consider an Item Creation feat soon, or Leadership later. Most combat feats, or +something feat are always useful, but they're not going to make you feel a great change for your PC.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 896759, member: 1465"] I am currently playing a CG Wild Elf Cleric of Kord. He is very archery-style (high Dex + feats), and uses the most classical spells i.e. healing + buffs, plus a few damage spells here and there (Inflict Moderate Wounds, Sound Burst). Some considerations from my limited (just become 4th) clerical career: 1. I had access only to PHB deities when I created my PC. Neverthless, when I started picturing them, I found out they provide very good and very diverse ideas for RP and strategy alike. You can really make many completely different Clerics without necessarily use non-core material. I would suggest to just take 5 minutes for each deity and try to imagine a typical Cleric what would she be like... 2. The sheer amount of spells in the list was overwhelming me: so while I was browsing the deities, I kept an eye on the spell list (levels 0-3) and chose a subset to fit my PC: he was more a shaman-like athletic/hunter priest, from a culture very much resembling the Native Americans (I even wrote down spells' verbal components in Cherokee language :)), so buffs like Bull's Strength and heals like Cure Wounds were the basis, together with protections and curses. OTOH, I discarded divinations, in the sense that I never prepare them daily but may use them for a special day, and summonings. If you don't mind much losing a little power, have your Cleric use "favored" spells of a type that suits her interests; she will be more than a cleric, she will be a focused cleric. 3. I had to say I discarded soon the idea of a PrCl or multiclassing: I didn't want to delay spell progression towards Raise Dead, which I considered a point to reach ASAP. But I have to say that with my Int 6, i.e. 1 skill point per level, I can't qualify for much until after level 10 or 12. 4. Don't choose to be an archer Cleric because it's easy. I chose it only because it really fitted my idea of a Native American-like young shaman, that's also why I chose Wild Elf. You will be still good in defending yourself and supporting the party, even if you wield a quartestaff because it suits your image best. Don't be afraid of being sub-optimal (heck! I still wear only a Studded Leather because he doesn't like to wear metal :)). 5. Depending on your choices, if you miss crunchy stuff, try to take feats that considerably change your character's activity: consider an Item Creation feat soon, or Leadership later. Most combat feats, or +something feat are always useful, but they're not going to make you feel a great change for your PC. [/QUOTE]
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