greycastle said:
ahhh....i have a question....how is it playing an Evil Cleric?
Where did you put your skills, stats etc?
How do you allocate spells?
Any suggestions on playing an evil cleric?
and finally, is it WORTH it playing an evil cleric, roleplaying and rollplaying wise...
Well I should start by pointing out that Kull is
not evil. In fact, he'd be offended by the suggestion that he was. He understands that Hextor is perceived by the wider community as 'evil' but he doesn't see it that way: he sees Hextor as a stern btu necessary taskmaster for a weak and decadent society. He knows that the Church sometimes uses what he would consider 'ruthless' measures, but he has faith that - in their great knowledge of Hextor's Will - these actions were necessary.
He is, in other words, totally blinkered in his beliefs

But his personal alignment is LN.
As for playing him ... Kull is a
lot of fun for me. He's atank in combat and in every other situation, too. Tact and subtlety completely escape him. All of which is not to say he's stupid ... he usually gets what he wants, after all
Stat and Skill wise, I am aiming for the Templar PrC, so I took a high STR, CON and WIS and have been investing heavily in Knowledge (Religion). That really hasn't been much different from if I were playing a similarly martial Cleric of a Good God.
Spells: for Kull, I generally take two each of
cure minor wounds and
cure light wounds per day. This is enough, when combined with a
wand of cure light wounds (lesson one of being a negative energy channeler: buy healing wands). Everything else is a combat spell (especially
bull's strength) or an enchantment (I have spell focus).
Is Kull worth playing? Definitely. As I said, he is great fun for me. From a 'power' point of view, I don't think I am really giving up much ... healing items compensate for the need to prepare
cure spells, and the chance to turn undead on each other is much more fun than simply blasting them to dust
