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Help! -- Cleric stuff
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2661659" data-attributes="member: 19675"><p>To add to and amplify the points of others:</p><p></p><p>Strength is THE bread & butter Domain for a martial-minded Cleric. Death, Destruction and War are also pretty good.</p><p></p><p>If you take a reach weapon like longspear, wear spiked armor. You'll threaten all your adjacent hexes as well as those you reach with your weapon. If you are going to run a melee-oriented Cleric, you might also consider taking an exotic weapon like the Great Spear or the Maul- nothing like doing a little extra damage! </p><p></p><p>I prefer blunt weapons for my Clerics on general principle unless I have a specific PC concept that tells me otherwise. Most critters take blunt damage, especially undead who may be less susceptible to piercing or slashing damage. If you want to stick with simple weapons, Morningstar is the way to go here (1d8 Piercing & Blunt damage) and you can use a shield. You can also go with the Warhammer (Martial) and the Maul (Exotic)- both 1 handed blunt weapons- if you want to edge your damage up a little more. Then, of course, there's the Monkey Grip feat. A less optimal but still cool option is the Flail. I've used Flails to great effect with the Improved Trip and Improved Disarm feats, but unless you've got Fighter levels, you'll never have the Feats to get maximum utility out of it. Still- tripping someone and then braining them (or letting your Fighter buddies do it)...priceless. And disarming a wand- or Staff-using mage- truly memorable!</p><p></p><p>If you go with Magesmiley's idea of an elementalist cleric, take the Feats Energy Substitution and Energy Admixture as soon as possible. The flexbility of ES is nice, and the Feat doesn't increase a spell's level. EA increases the damage of the spells you sling, and together may enhance your PC's impressiveness. Imagine a Cleric whose Flame Strike or Ice Storm rages so mightily it does sonic damage...who creates a blast of fire that snakes from target to target (modified Chain Lightning)...who calls down the voice of his diety to harm his foes (modified Flame Strike).</p><p></p><p>In a related vein, getting a couple of Innate spells could be good, too. Spell-like abilities that can't be taken away are always a plus. Yes, its only meaningful with spells of 3rd level or higher, but its a feat you need to lay the groundwork for early.</p><p></p><p>And remember, Silence can be a mage killer, especially if your PC has Silent Spell himself. Also consider casting Silence on a thrown or missile weapon. If your party archer can bury an arrow with Silence on it in the butt of the BBEG, you'll buy yourself some time as he tries to cast spells or issue commands and finds that he can't.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2661659, member: 19675"] To add to and amplify the points of others: Strength is THE bread & butter Domain for a martial-minded Cleric. Death, Destruction and War are also pretty good. If you take a reach weapon like longspear, wear spiked armor. You'll threaten all your adjacent hexes as well as those you reach with your weapon. If you are going to run a melee-oriented Cleric, you might also consider taking an exotic weapon like the Great Spear or the Maul- nothing like doing a little extra damage! I prefer blunt weapons for my Clerics on general principle unless I have a specific PC concept that tells me otherwise. Most critters take blunt damage, especially undead who may be less susceptible to piercing or slashing damage. If you want to stick with simple weapons, Morningstar is the way to go here (1d8 Piercing & Blunt damage) and you can use a shield. You can also go with the Warhammer (Martial) and the Maul (Exotic)- both 1 handed blunt weapons- if you want to edge your damage up a little more. Then, of course, there's the Monkey Grip feat. A less optimal but still cool option is the Flail. I've used Flails to great effect with the Improved Trip and Improved Disarm feats, but unless you've got Fighter levels, you'll never have the Feats to get maximum utility out of it. Still- tripping someone and then braining them (or letting your Fighter buddies do it)...priceless. And disarming a wand- or Staff-using mage- truly memorable! If you go with Magesmiley's idea of an elementalist cleric, take the Feats Energy Substitution and Energy Admixture as soon as possible. The flexbility of ES is nice, and the Feat doesn't increase a spell's level. EA increases the damage of the spells you sling, and together may enhance your PC's impressiveness. Imagine a Cleric whose Flame Strike or Ice Storm rages so mightily it does sonic damage...who creates a blast of fire that snakes from target to target (modified Chain Lightning)...who calls down the voice of his diety to harm his foes (modified Flame Strike). In a related vein, getting a couple of Innate spells could be good, too. Spell-like abilities that can't be taken away are always a plus. Yes, its only meaningful with spells of 3rd level or higher, but its a feat you need to lay the groundwork for early. And remember, Silence can be a mage killer, especially if your PC has Silent Spell himself. Also consider casting Silence on a thrown or missile weapon. If your party archer can bury an arrow with Silence on it in the butt of the BBEG, you'll buy yourself some time as he tries to cast spells or issue commands and finds that he can't. [/QUOTE]
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