i need advise with my cleric/fighter

Hescamar

First Post
two weeks ago we started a new campaign and i was the one selected to play a cleric, after a long discussion, and many dice rolls. In earlier games we have learned that we need one,even though none wants to play it.

we started at level 5 with a party consisting of cleric(me) a rouge, a monk, and two sorcerers.

since we were not to much of a fighter party i have helped alot in the front line. so when we leveled up i added a level of fighter. But i haven´t actually leveld yet (roll hp and skills)

so far so good, but it isn´t that much fun :( not like my insane sorceror who took all fire spells could just so he could light the campfire,
"i launch a fireball at the campsite hoping it will light the fire"

or my halforc rouge, dex 8
"You´re stealing from my pocket"
Halforc picks up greataxe and bash him to pieces.

Well, that is what i need advise for, a fun character, just push me in a direction and i will se if is anything to go try out.

//hescamar
 

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There is A LOT of information on these boards about your question. As a matter of fact, if you manage to find your way to the threads with the really good ideas you might find some very interesting things out.

The advice I would like to offer is about your group...

My group never had a cleric, because nobody wanted to take a character that was perceived as having no way to ever be the dominant damage dealer. I don't know what books you have access too, but there is a lot to do to make a cleric fun. Many Divine feats allow you to deal extra damage in place of turning attempts. A 1st level human cleric could gain access to one of the Divine feats that lets you add 2d6 holy damage to your attacks.

One person who did find a good route for Clerics found it in Dieties and Demigods. There was a Prestige Class called Soldier of Light that provides full Attack Bonus, good saves, Paladin related abilities, familiars, and a few lower level spells.

Also, you can make your job more fun by doing more with your spells. Summon Monster (I was reminded of this by some other question) can be used with a variant on page 96 of the DMG that allows a greater degree of customization. Summon a temporary ally from your deities home plane to add more strength to the party.

Then again, you could focus more on direct melee damage and combine your Divine Feats for damage with a Fighter's upper hit dice and bonus feats to make yourself the most damaging member of the party, even with your lack of a full blooded fighter's accuracy.

Or you could try and get as much gold as possible (working in town for a few months and charging the standard gold limit to cast spells for NPCs is a GREAT way to earn quick cash without any skill ranks in profession). You should be able to make about 80-400 gold per day without having to go risk your life. With that gold you could buy yourself some wisdom enhancements if you want to focus on your cleric side, or some better gear for front line combat.

I hope this helps some, but really you should look in the archives at some of the REALLY good ideas.
 

To the achives we go.....

that thingy about casting spells, i will definitly try that one.

The bad thing about our gaming group is that so far we have only had money to but the PHB, DMG and MM.
but the money from our summerwork should bring us some new books:)
 

Woah there, boy!

The cleric in my group is the second most efficient damage dealer (after an Order of the Bow Initiate.) in it.

Tactics for effecient clericing:

1) Ability boost spells + empower spell. Ok, you're too low level for this, but it should add nicely to the damage once you're high enough level. At higher levels, empower more. The cleric in my group uses a triple-empowered Bull's Strength.

2) Stay straight cleric. Forget the fighter level. Too many useful cleric spells are dependent on caster level. And the BAB isn't worth it once you get divine power.

3) War domain. And a deity with 2-H weapon. Coupled with multiple empowers of Bull's Strength, you'll notice that the damage will start to add up.

4) Use spells to be hard to kill. Don't waste too much spells on healing; get a wand for that. Boost yourself with spells to endure punishment, because dying sucks! ;)

5) Cleric is the most powerful class. If it isn't in your game, you're not powergaming properly.

Greater Magic Weapon, Divine Favor, Bull's Strength start to add up once you get up in levels. The key here is to use the spells to enhance your melee capability.

Ok, maybe some of this stuff isn't useful for you, since you're fourth level, but at least it's nice to know that playing cleric is rewarded at levels +9, eh?
 

The party should consider hiring some front line fighters so that the Cleric can move back to his rightful spot and shine as a spellcaster.

Also consider the Leadership feat for some more front line help.

It shouldn't be your job to become front line as a cleric, the rest of the party also has to make some changes.

If you really want to be a melee heavy Cleric, then add 2 levels of fighter (after 4 levels of Cleric) and then head to "Defenders of the Faith" for the Warpriest PrC. This will give you a very good BAB and also some spellcasting, as well as kewl party boosting abilities.

But I just want to point out that the straight Cleric (and PrCs with full spellcasting level-ups) is one of the most versatile and powerful classes... better IMHO then a Sorcerer... YMMV...
 

I agree with Numion -- the cleric is probably the most potent class in 3E, and fully capable of dealing wicked amounts of damage.

If this is your stated goal, then choose a deity with Strength and/or War as domains and focus on feats which allow you to deal large amounts of combat damage. Alternatively, you could choose a deity with Magic as a domain option, focus on metamagic feats, and then lay waste to your foes with awesome divine AND arcane spells/scrolls/magic devices.

As for playing a cleric that's fun, my current PC is a gnome cleric/illusionist of Boccob whose chosen domains are Magic and Trickery. He behaves more like a rogue than anything else, and happens to be a compulsive liar. He's plenty of fun to play, and finds his way into (and out of) trouble several times each session. Don't assume that just because your PC is a cleric that he/she must be a boring party healer and not much else. How you roleplay the character is entirely up to you.
Other fun cleric options I've played/considered:
-- A halfling cleric of Kord (god of strength) who has a level or two of barbarian mixed in for good measure. I'd use the Luck and Strength Domains for this PC. He's a mini-brawler with a big chip on his shoulder, always ready to fight at the drop of a hat.
-- A female human cleric of St. Cuthbert, with the Strength and Destruction domains. Play her like Joan of Arc...a total damage machine with fantastic leadership skills and Charisma.
-- An elven cleric of Corellon Larethian, with War as one of the chosen domains. This PC will automatically get proficiency and weapon focus with the longsword, and being elven can use bows as well. You'll be plenty capable of dealing combat damage with this character in hand-to-hand or ranged encounters.
 

Cleric/fighter

By the way, it kind of goes without saying but always keep handy a couple of staples. As soon as you have the cash, pick up a scroll of Neutralize Poison, Remove Disease, Remove Curse, Remove Blindness/deafness, Lesser restoration, and Raise dead. That way, no matter what your DM throws at you, you've got your basics covered, and your party will love you for it.

And ditto on that wand of Cure Light Wounds. It only costs 750 gp for 50 casts. Way better than swapping out your spells AND using a wand doesnt provoke an AOO, so you can use it in combat without penalty. if you take the Quickdraw feat, you can grab your wand use it, and put it away in one round.

Strength is a great domain to take for the Bull Strength granted power with 2nd level spells. And you can take either War or Distruction as your other one (i think Distruction lets you smite evil like a paladin, comes in handy when you couple that with both Bull strength AND your Feat of strength granted power from the STR domain, SMACK!)

Taking the Magic domain is useful too because you can cast mage spells as a cleric so not only do you have your cleric powers and the arcane powers, but you are casting those arcane abilities IN ARMOR. Very useful.

Dont take the brew potions feat. the rest of the party will expect you to burn your XP on supplying the party with potions because its cheaper for them. Just pick up that wand and make them come to you when they want healing.

finally, all you should need to make yourself a very effective fighter is a few rounds of prep to get your spells up. Even if you are too low level to cast them yourself, you can get scrolls and wands to suppliment your lower cast abilities. Bring up things like Bless/Aid, always do Bull Strength, Protection from Evil/Shield of Faith (both give +2AC), and Bane/Doom on the bad guys. Once you get Prayer, your party will love you.

Thats all I can think of for now. Good luck!
 

Hescamar said:
We started at level 5 with a party consisting of cleric(me) a rouge, a monk, and two sorcerers.

Since we were not to much of a fighter party i have helped alot in the front line. So when we leveled up I added a level of fighter. But I haven´t actually leveled yet (roll hp and skills)

So far so good, but it isn´t that much fun. :(
...
Well, that is what i need advice for, a fun character, just push me in a direction and i will ses if it is anything to go try out.

First of all, even with only the PHB to use, your clerics will be exquisite damage dealers. They are the most pumped up class in the game, and for good reason: Many players have a misconception that Clerics are not strong or interesting. Some of my most powerful characters have been clerics! (Such as Nils Stavanger, heavily nordic acting Cleric of Tempus, or Henry the lesser, the grim yet proper Cleric of Helm - or my personal favorite, Grizzle Greasyguts, the mischevious cleric fighter who worshipped Gruumsh, yet who was the poarty's only healer, because no one else would adventure with them. :D)

A 2nd level cleric with the strength and war domains, or St. Cuthbert's Strength and Destruction domains, can dish out as much damage, IF NOT MORE, than the two party sorcerers. For instance, using the strength and destruction special powers in the same round creates one devastating blow that many monsters of your level cannot survive. One blow with an additional +5 to hit and +3 to damage is nothing to sneeze at - and as your level increases, the strength bonus becomes even more crushing, especially wielding a weapon two-handed.

You already have access to some very good buffing spells, and when you reach 3rd level cleric, you will have access to even more powerful spells. You already possess bless, endure elements, sanctuary, and Shield of Faith. 2nd level spells bring you aid, bull's strength, endurance, and inflict wound spells. Don't forget that killer of fighters, the Hold Person spell. Don't go anywhere without ONE of these prepared!

The important thing to remember is that clerics can have just as much personality as quirky rogues or wizards. Nils Stavanger was a womanizer, a warrior, a poet (a bad one), and was extremely overprotective of the meek, for such a threatening and overbearing man. Brother Baldwin, a 1st level cleric of St. Cuthbert I sadly only played a couple of sessions, was a fire and brimstone preacher (he had a 6 Charisma!) who constantly proseletyzed and made others acutely aware of their faults, but who would be the last person down in a fight, or the last person to leave the field if innocents were threatened. And had I played him longer, I could have confidently said that he ALWAYS avenged a wrong. Always. Being a servant of the Holy Retributor, how could he not??

A cleric can be as fun as any other class, but it's all in the attitude, and the perception.

P.S. - I saw later that you are at level 5! My advice is even more underscored by 3rd level cleric spells, and your burgeoning awesome domain spells and special powers. I hope you have fun with your cleric - every character should be a new experience in my opinion, and a chance to stretch yourself in different roles of the group. Good Luck!
 
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Clerics rock.

I have a 6th level cleric of Pelor who's going to take 10 levels of Radiant Servant of Pelor, a prestige class from Dragon magazine. My whole shtick involves liberal destruction of undead - Extra Turning, Greater Turning, Extra Greater Turning, etc. By the time this character is in the mid-to-high levels, he'll seem more caster than fighter, summoning celestials to battle, destroying undead by channeling bursts of positive energy, and laying down flame strike after flame strike in an orgy of divine retribution.

Here's a big hint: Scribe Scroll is one of the most powerful feats in the game. Scribe Scroll is your friend.

Oh yes, clerics rock.

Just don't look at his Reflex save :D
 

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