Help me convince my players that the Cleric is cool

Anticlericalism & Ghoulish Consequences

Saeviomagy said:
There are solutions to the ghoul problem - namely that if you don't have an entire party paralysed, you don't have a TPK, and all you have to do is WAIT, and you'll not be paralysed any more.

I certainly hope you are not suggesting that I purposely fudge a ghoul encounter simply because you despise clerics.

Let's face it. If some of your heavy hitters have already been paralyzed by ghoul attacks, you'll probably need immediate clerical relief (i.e., remove paralysis) or, heaven forfend, actual turning capability before the combat ends.

Besides, it's kind of hard to simply kick back while ghouls are chowing down on your friends and their mounts.
 
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3.5 Center for Disease Control

Saeviomagy said:
Skills that are available to all, and are, in fact, useable untrained can be used to avoid the daily [disease] damage, and the disease eventually goes away on its own.

You know, an untrained healer would not be my first choice for treating a party of characters with ghoul fever. Try waiting that affliction out and you'll end up placing odds on which PC will eat his friends first.

Be smart; get a cleric.
 
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The Thayan Menace said:
You know, an untrained healer would not be my first choice for treating a party of characters with ghoul fever. Try waiting that affliction out and you'll end up placing odds on which PC will eat his friends first.
Low fort save... I'm putting 50 on the rogue and another 50 on the wizzy.

Be smart; get a cleric.
Which is what I'm busting my cojones telling my players.

Can I quote you ?
 

The Thayan Menace said:
Seriously though ... as someone who bought Relics & Rituals when it just hit the shelves, I concede that Scarred Lands clerics do indeed rock.

My myconids will still get you though. ;)
As if I'd let some silly plant based cretins undo the might of the Great Slaver! :p
 

Clerics Rock, But If You Want to Avoid Using Them ...

Saeviomagy said:
C'mon then, tell me of a way to handle level-draining undead in their typical environment (ie - close quarters) without needing a cleric.

I agree with your premise; clerics are nearly indispensable when fighting undead. Still, I was not aware that level-draining undead had a typical environment.

Nonetheless, to answer your question:

1. Fire
2. Sunlight
3. Evocation Magic
4. Necromancy (esp. control undead or undeath to death)
5. Lantanese Smokepowder (FRCS)
6. Feats that Work Against Multiple Opponents (i.e., Combat Reflexes)
7. Feats that Pile on Damage (i.e., Power Attack)
8. Magic Weapons
9. A Good Disguise Skill
10. Illusionary Magic
11. Expendable Cohorts & Henchmen
12. A Gnome Artificer with a Stake Gun or Holy Water Blaster
13. Sacrificial Animals
14. Summoned Servitors
15. Stupid Villagers

I'll stop now to save space, but if you need more just let me know.
 
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You forgot Paladins and from PG (Player's Guide) to Monks and Paladins, Brother of Steel. (They can select Undead as one on their favored enemies)

Oh yeah and rangers too.
 



Lord Pendragon said:
Out of curiosity, did the rogue charge for disarming traps? Did the fighter charge standard bodyguard rates whenever he stepped in front of another party member to take the hits? Did the wizard charge per Magic Missile?

[/hijack]

Sorry. I just get annoyed every time I hear a story about clerics getting away with charging party members for healing. ;)

I had a Goddess of Greed in my homebrew and the half-orc cleric asked for a donation to cast cures. Oddly enough, and what makes the game so wonderful, the guy who gave a few coppers got 1 hit cured and the guy who gave 5 gold dot maxed cure. it was sweet and happened often as that cleric made his way through the campaign.
 

The Thayan Menace said:
I agree with your premise; clerics are nearly indispensable when fighting undead. Still, I was not aware that level-draining undead had a typical environment.

Given the general propensity for a vulnerability to daylight and an affiliation with dead creatures, I'd guess that their typical environment would involve being underground, indoors and in a generally cramped environment.

Your solution appears to be "never let them hit you".

Good thinking there.

Oh, and ghoul fever's fort save is a DC 12. An untrained healer with a +2 wisdom bonus will automatically get that while taking 10. Hell, if you've got two people with no idea what they're doing taking 10, then you end up with 12, and you're just fine. I commend you for refusing their life-saving aid however.

As to ghouls: Paralysis is for 1d4+1 rounds, is avoidable on a relatively easy save, elves are immune to it, and the FIRST people on the firing line are the cleric and the fighter unless you've been ambushed.

And remove paralysis is a standard action which either unparalyses ONE person, or MAY unparalyse more.

Frankly - I think he's just better fighting on than casting it. And that's IF he's got it memorised.

And my opinion on turn undead is already known.
 

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