First-level Cleric Spells?

Look at obtaining a bead of karma and possibly an orange prism ioun stone (assuming your DM considers them to stack). Several of your 1st level spells improve in increments of three or six levels. The luck bonus from divine favor will be nice to have now and then for those high-dex opponents.
 

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3.5 version is in PGtF, naturally. ;)

And Krafen... you do not really mean to have him waste like 50,000 gp on being able to cast Divine Favor with +2 instead of +1, or do you? :p

Bye
Thanee
 


Divine Favour is still a useful buff for you - +1 to hit and damage as a luck bonus stacks with pretty much everything else you might enjoy, since luck is pretty uncommon bonus.

Deathwatch is useful if you don't mind casting [evil] spells.

Obscuring mist can save a party at the right moment

CLW is still the old standby for stabilising people
 

I would think that Prayer would go up pretty regularly in a party with two Clerics. So I would not choose Divine Favor. Bless is better because a small boost multiplied by the number of PCs in the party is better than a small boost to yourself anyway.

You should memorize a spell you expect to cast on most days. Remove Fear can be on a scroll. Ditto Summon Monster I.

I will flirt with micromanaging your tactics and suggest your first choice should be something that will keep the meatshields happy: Bless or Protection from X (on a meatshield). A happy meatshield makes for a safe Warlock.
 

Lesser Vigor (Complete Divine) has some big advantages, like auto-stabilizing when you're between 0 and -9 HP. You can share it with your familiar.

Summon Monster I has its uses, too, even if it lasts but one round. You can have it run past your fighter buddy with Cleave, who kills your summoned critter with an AoO then gets a free hit on your enemy.

Or a summoned critter can act as an anchor for your Arc of Lightning spell (Complete Arcane).
 

RigaMortus said:
Know what book it might be in? Or is it on the Wizard's site somewhere?

It's in the Player's Guide to Faerun. It's been changed a bit- namely, it only appears on the spell list of a Cleric with the Initiate of Gond feat (and who worships Gond, of course). In addition, even if you manage to get your hands on it, it only gives a +5 instead of a +10, but still provides the other options (such as proficencies and whatnot). Apparently, they felt that the Rogue was less important with that kind of a buff, but eh. That's how it is now.
 

Thanks for the help, folks!

I hadn't thought of leaving spots open for utility. Would that prevent spontaneous casting? That is, can I convert an open slot to an inflict spell, or do I need to fill it with an actual spell first?

Divine favour is of very limited use because it specifies weapon damage, so it doesn't help with eldritch blast.

Deathwatch is a decent idea that I had somehow totally overlooked. I guess I'm so used to playing Good PCs, I developed the habit of ignoring [Evil] spells. This character is LE, so he can cast it without trouble, and it would help pick out vulnerable targets for his Death domain power.

Nail, you're probably right about dropping the cleric level. I'm reluctant to go there due to RP reasons, but it might be necessary for the good of the party. We're in the front end of a notoriously difficult module (*cough*Hommlet!*cough*), so if I want the character to survive, I may have to drop my RP snobbery and make with the powergaming.
 

Uh, actually I'm pretty sure that clerics can't leave slots open for utility. Given that they have to pray for their spells at a specific time of day and all. Thats wizards he's thinking of.
 

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