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first time cleric needs to survive
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<blockquote data-quote="shurai" data-source="post: 3496786"><p>Good lord, folks, he needs <em>simplicity</em>. No need to optimize him for a freakin' smackdown thread.</p><p></p><p>Kelson, just play a straight and basic cleric and you'll be fine; straight clerics in D&D are good at melee by default because they're assumed to be "priest-warriors." Here's how:</p><p></p><p>Play a Dwarven Good-aligned cleric and take the Healing and Protection domains (some deity in your setting should allow that). High Wisdom, Constitution, and Strength in that order. Skills don't matter except for Concentration, Spellcraft, and Knowledge: Religion, in descending order of importance.</p><p></p><p>For feats, you need to pick five. I suggest Combat Casting, Improved Initiative, Lightning Reflexes, Weapon Focus (your melee weapon), and Quickdraw. None of these force you to make decisions at gametime.</p><p></p><p>Assuming you get the normal wealth for your level, just split your funds between a good melee weapon (say a Heavy Mace), armor, and shield (all three will be magical, ask the DM for details on that). Just get straight bonuses, you don't need all that fancy stuff. With any leftover funds, buy magic crossbow bolts and a masterwork crossbow, but otherwise take the starting package for your class; it's in the PHB.</p><p></p><p>Bonus languages: Celestial, and Abyssal if your wisdom is high enough.</p><p></p><p>For prepared spells, you want:</p><p></p><p>* Half your preparation for agressive combat bonuses.</p><p>* A quarter your preparation for defensive combat bonsues.</p><p>* A quarter for removing bad conditions & protection from magical dangers.</p><p>* whatever you want for the two domain spells per level.</p><p></p><p>This won't be <em>optimal</em> but it'll be <em>good</em> and most importantly <em>simple</em>: Not too many decisions to make at the gaming table, which is what you want. Your cleric will be good at three things: Protection/defense, healing/restoration, and beating the crap out of things. : D</p></blockquote><p></p>
[QUOTE="shurai, post: 3496786"] Good lord, folks, he needs [i]simplicity[/i]. No need to optimize him for a freakin' smackdown thread. Kelson, just play a straight and basic cleric and you'll be fine; straight clerics in D&D are good at melee by default because they're assumed to be "priest-warriors." Here's how: Play a Dwarven Good-aligned cleric and take the Healing and Protection domains (some deity in your setting should allow that). High Wisdom, Constitution, and Strength in that order. Skills don't matter except for Concentration, Spellcraft, and Knowledge: Religion, in descending order of importance. For feats, you need to pick five. I suggest Combat Casting, Improved Initiative, Lightning Reflexes, Weapon Focus (your melee weapon), and Quickdraw. None of these force you to make decisions at gametime. Assuming you get the normal wealth for your level, just split your funds between a good melee weapon (say a Heavy Mace), armor, and shield (all three will be magical, ask the DM for details on that). Just get straight bonuses, you don't need all that fancy stuff. With any leftover funds, buy magic crossbow bolts and a masterwork crossbow, but otherwise take the starting package for your class; it's in the PHB. Bonus languages: Celestial, and Abyssal if your wisdom is high enough. For prepared spells, you want: * Half your preparation for agressive combat bonuses. * A quarter your preparation for defensive combat bonsues. * A quarter for removing bad conditions & protection from magical dangers. * whatever you want for the two domain spells per level. This won't be [i]optimal[/i] but it'll be [i]good[/i] and most importantly [i]simple[/i]: Not too many decisions to make at the gaming table, which is what you want. Your cleric will be good at three things: Protection/defense, healing/restoration, and beating the crap out of things. : D [/QUOTE]
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