Help me convince my players that the Cleric is cool

Trainz said:
I thank you all again for all the good replies.

Some of you seem to assume that I have no idea of what I'm doing. I appreciate the vote of confidence, but I have all my marbles counted for.

Never before have I asked my players to play such a specific character. You can bet there is a damn good reason for it. You guys do not know why this is so. AS I have mentioned in my previous post.

Truly, I admire the fact that your campaign concept hinges on the existence of a female cleric. Priests can be the movers and shakers of the campaign world with the right setting and tone of storytelling.

IMO, your one flaw in your plan is that your campaign hinges on the existence of a feamle cleric. No cleric, no campaign.

Since you won't tell us the reason why you *need* the cleric, perhaps a Charismatic hero of another type would do just as well?

EDIT: ... and that's what I get for not reading the MIDDLE of the thread. *LOL*

I still don't see why a player HAS to be the Cleric (outside of your campaign requirement)when an NPC will do almost as well or better, especially if the PC's are assigned to be her protectors/spearcarriers. Still, you got what you wanted. ;)
 
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Cleric is the most powerful class (except maybe Druids, in 3.5). I wouldn't attempt to force anyone to play one though - I agree w your players that no matter how powerful they are, they're fundamentally uncool. To make a Cleric cool the player has to invest their own ideas. I'd recommend adapting your GMing plans to a no-Cleric group. One thing I do is let Wizards/Sorcerers cast healing spells, this helps hugely with the 'must have Cleric' problem.
 

Lord Pendragon said:
Okay, I could accept that. With a good DM adding a bit of treasure to offset the party's healing money-sink, I can see it being a fun RP tool.

I retract my comments in regards to your example, good sir, though my general irritation with the idea remains. :p


I had a god in my homebrew, Zoe the Greedy Goddess and there was a half-orc cleric (humans were not allowed to worship Zoe to start, they had to convert) The half-orc also decided to charge for healing and sacrificed it all to his goddess. The dwarf was willing to part with a few silver at most, others gave a gold or two. The dwarf got a 1 and a 3 on the cure he received and the others got an 8 and 7. It was perfect. :)

There are many options for a cleric now that can permit them to be something other than a heal sink. Another option is for someone to take Leadership and get a lower-level cleric to travel with the person specifically to provide healing.
 


I've been playing a cleric/bow initiate for several months and she rocks! I have not had to provide any healing for the party at all as we have an NPC favored soul as well. His job is to cast "status" and "vigorous circle" on us all, while I stay in the back and turn our opponents into porcupines. :D

But spontaneous casting recently came into play when an opponent targeted the favored soul and nearly killed him. Luckily my cleric could run up and spontaneously cast "cure critical wounds" in time to save him.

A cleric's spell selection is incredible, particularly if you're using spells from a wide variety of sources other than the PHB. We're getting ready to take on a dragon, and I'm considering buffing my cleric up to be the primary combatant vs. the dragon - with spells like "stone body", "magic vestment", "protection from energy", "bladebane" and others, she could be quite formidable. I can do "Mass cure" spells too, and a very effective "dispel magic". I think clerics are one of the most effective classes in the system. :)
 


Well, late game, nothing quite as deliciously evil as a Luck Domain Cleric dropping TimeStop and blade barriers... Body parts just fly.

At low levels though, I'd remind them, that unless they're an evil(ish) cleric, they don't have to prepare to be Medic all the time, they can be the Combat Medic and actually go toe to toe if they so desire.

Clerics are only heal-bots if you want them to be, and they really don't shine when that's their goal. Fighters have enough hitpoints to go a while without needing healing past 3rd level anyway.
 

Another issue to consider in playing a cleric, in addition to spells and combat, is the role that a cleric character can play in a campaign. If the cleric is part of a temple heirarchy, a PC may find that local officials may talk to that character before someone with no social connections. Additionally, a cleric who is not part of a hierarchy may have some degree of influence with local officials. First, it is generally not a good idea to annoy a spellcaster who can curse you... let alone annoy a cleric's deity.

Similarly, commoners may feel more comfortable interacting with someone who is seen as the representative of a god than some other characters. Clerics and paladins often have high charisma scores, and have diplomacy as a class skill. So, depending on a campaign setting, a cleric can help influence people to be well disposed to an adventuring group.

In the real world, some clergy and religious scholars practiced professions. So, perhaps the local blacksmith in a town is a priest of a god of fire or metallurgy. Or, the local vitner is a priest of Bacchus,

In addition to the "mechanical" benefits of playing a cleric, players should also think about how a cleric character fits into a campaign world. Such a character may have challenges in terms of religious hierarchies and rival faiths, but a cleric can also have a fair amount of social influence on all levels of society, and may actually be involved with a business associated with a deity. (Hmm, perhaps a way to reflect this is that a business run by a cleric of a deity may have higher quality items in stock. Thus, a bowyer/fletcher shop run by a priest of Apollo might have a supply of high quality bows and arrows.)
 



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