first time cleric needs to survive

IanB said:
Let me put in a good word for Augment Healing. It adds +2 hp of healing to conjuration (healing) spells per level of the spell. In the long run this can save you a number of spells per day. It is especially efficient when used with the mass cure spells - using a mass cure light wounds on, say, 4 injured characters is an extra 40 points of healing from the feat.

It is close to a must have IMO.

If all books are available -- as this poster said they are -- isn't Lesser Vigor still the preferred spell for out of combat healing? I suppose Augment Healing could still be useful for those in-combat heals.
 

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nittanytbone said:
If all books are available -- as this poster said they are -- isn't Lesser Vigor still the preferred spell for out of combat healing? I suppose Augment Healing could still be useful for those in-combat heals.

Actually I prefer WANDS of lesser vigor for OOC healing. That, or let the Dragon Shaman do it.
 

pallandrome said:
Actually I prefer WANDS of lesser vigor for OOC healing....
In our groups, we *require* everyone donate a small amount of the gained wealth so we can buy Wands of Lesser Vigor. It's absolutely required!
 

Nail said:
In our groups, we *require* everyone donate a small amount of the gained wealth so we can buy Wands of Lesser Vigor. It's absolutely required!

We don't require it, but anyone who doesn't chip in also doesn't get any healing or buffs. Thus far, no one has opted to ream themselves in ruch a manner. :D
 

nittanytbone said:
If all books are available -- as this poster said they are -- isn't Lesser Vigor still the preferred spell for out of combat healing? I suppose Augment Healing could still be useful for those in-combat heals.

Lesser Vigor isn't spontaneously castable, so unless you're using a wand it is somewhat costly in terms of your spell memorization to load up on it.

Augment Healing will work on the vigor spells too I think - should add 2 points of healing to the first round of lesser vigor, etc.
 

moritheil said:
Dissenting opinion: DMM Persistent is a typical build. At this point, everyone who isn't new knows of it and uses it (barring DM forbiddance.) There are many more powerful builds. That said, it is a little complicated for a beginner.
I must toss my sabot into this machinery. I've been playing D&D for quite a number of years, and I've been playing pretty regularly since 3.0 came out. I've never actually heard of creating a cleric in this manner before today. Heck, it took me a couple of minutes just to figure out what DMM meant! While I may not create the most twinked-out, min-maxed, munchkin characters out there, the ones I do create are good for the gaming groups I am with now. If this "DMM Persistent" type of character is typical in creating a Cleric, could you explain why it is so superior to other character types?
 

nittanytbone said:
- Carefully select your domains. Look for (1) good spells that you want to cast, especially spells that clerics can't normally access and (2) strong granted abilities. Luck & Travel are the poster children: Luck has an awesome granted ability, and Travel lets you get access to excellent spells such as Fly and Teleport, as well as having a useful granted ability (Grapple-B-Gone).

Not to rain on anybody's parade, but look at the domain power for Travel again.
SRD said:
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement.
(emphasis mine)

The travel domain's power won't help you in a grapple unless, for some reason, that grapple happens to be a magical effect.
 

sjmiller said:
I must toss my sabot into this machinery. I've been playing D&D for quite a number of years, and I've been playing pretty regularly since 3.0 came out. I've never actually heard of creating a cleric in this manner before today. Heck, it took me a couple of minutes just to figure out what DMM meant! While I may not create the most twinked-out, min-maxed, munchkin characters out there, the ones I do create are good for the gaming groups I am with now. If this "DMM Persistent" type of character is typical in creating a Cleric, could you explain why it is so superior to other character types?

My point was just that it is so well-known as to be normative. On most DnD boards, and in most competitive gaming circles, DMM: Persistent is really old news. (And in any discussion of optimized character builds, you had better be involving people from competitive gaming circles or DnD boards . . . )

The main advantage of DMM: P is that you do not spend time in combat buffing yourself up; you can use that time to directly engage the enemy or buff your allies instead.

There are more powerful (and less controversial) builds.
 


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