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Got stuck with the cleric
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<blockquote data-quote="Holy Bovine" data-source="post: 18031" data-attributes="member: 203"><p>Consider also a touch-attack specialist.</p><p></p><p>St. Cuthbert (LN) will give you access to the Destruction and Strength Domains and the excellent powers they grant - Feat of Strength (add your level to your Strength score 1/day) and Smite (one melee attack gets +4 to hit and your level in bonus damage 1/day). </p><p></p><p>Get as high a Str and Wis as you can get and but any other scores of 12 or higher in Con and Cha (try to get Cha to 13 so you can use the Divine Vigor feat). Wear the strongest armour you can afford and a large shield. For feats take Extra Turning and, if you have the 13 Cha, Divine Vigor (note I am assuming you are playing a human cleric here). </p><p></p><p>If you can't get a CHa of 13 consider the feats Imp. Initiative (this should be an early acquision anyway) and Combat Casting. Extra Smiting should also be any early choice (past level 4 anyway). Always max out your Concentration skills, Knowledge Religion & Spot are vital as well.</p><p></p><p>For spells always have a couple of inflict wounds ready - touch attacks for 1d8+1/level = your strength modifier means the target gets only their Dex bonus to AC (and any magical delfection bonus) and with your high Str and decent BAB you'll be doing more damage than the Fighters! <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>The knowledge religion skill will also make you indespesible when exploring old ruins or interacting with any local religious body. And you and the Rogue will be the only ones who will Spot anything (believe me - I run a high level cmapaign where the Cleric is the only one with a Spot modifier in double digits).</p><p></p><p>So you are the lucky one here! A cleric is a powerful class and you will find an excellent vehicle for some great role playing (all of our best role-play moments have come from the cleric or paladin in my group). </p><p></p><p>Oh yes one last thing - never memorize cure wounds spells of any kind, ever. The swapping out spells for cure wounds spells is what makes the cleric so versitile and it took the cleric in our group a long while to get used to that. Once she did she found she was using more spells offensively or to buff the party than cure (thats what potions & Heal checks are for!)</p></blockquote><p></p>
[QUOTE="Holy Bovine, post: 18031, member: 203"] Consider also a touch-attack specialist. St. Cuthbert (LN) will give you access to the Destruction and Strength Domains and the excellent powers they grant - Feat of Strength (add your level to your Strength score 1/day) and Smite (one melee attack gets +4 to hit and your level in bonus damage 1/day). Get as high a Str and Wis as you can get and but any other scores of 12 or higher in Con and Cha (try to get Cha to 13 so you can use the Divine Vigor feat). Wear the strongest armour you can afford and a large shield. For feats take Extra Turning and, if you have the 13 Cha, Divine Vigor (note I am assuming you are playing a human cleric here). If you can't get a CHa of 13 consider the feats Imp. Initiative (this should be an early acquision anyway) and Combat Casting. Extra Smiting should also be any early choice (past level 4 anyway). Always max out your Concentration skills, Knowledge Religion & Spot are vital as well. For spells always have a couple of inflict wounds ready - touch attacks for 1d8+1/level = your strength modifier means the target gets only their Dex bonus to AC (and any magical delfection bonus) and with your high Str and decent BAB you'll be doing more damage than the Fighters! :) The knowledge religion skill will also make you indespesible when exploring old ruins or interacting with any local religious body. And you and the Rogue will be the only ones who will Spot anything (believe me - I run a high level cmapaign where the Cleric is the only one with a Spot modifier in double digits). So you are the lucky one here! A cleric is a powerful class and you will find an excellent vehicle for some great role playing (all of our best role-play moments have come from the cleric or paladin in my group). Oh yes one last thing - never memorize cure wounds spells of any kind, ever. The swapping out spells for cure wounds spells is what makes the cleric so versitile and it took the cleric in our group a long while to get used to that. Once she did she found she was using more spells offensively or to buff the party than cure (thats what potions & Heal checks are for!) [/QUOTE]
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