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General Tabletop Discussion
*Pathfinder & Starfinder
Making the Melee Cleric
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<blockquote data-quote="drdevoid" data-source="post: 3441703" data-attributes="member: 5356"><p>A lot of a cleric meleers ability depends on how many higher level spells they can dedicate and how quickly they can get to and stay in melee. </p><p></p><p>Being able to use Quicken or Persistent Spell is important, but if you aren't healing effectively those spell slots will get channeled. </p><p></p><p>I recommend feats like Augment Healing (Comp Divine)and Divine Ward (PHb II) and Sacred Healing (PHb II) that let you heal well, minimize slot expenditure and heal from a distance so that you aren't giving up position.</p><p></p><p>As for getting into position, Quick March (Spell Comp) is great as is Knight's Move (Spell Comp) and even Updraft (Spell Comp) can be handy for getting up a hill/ledge or trying something silly like tackling a flier. Those swift casting time spells are immensely helpful as is Close Wounds and Delay Death (Spell Comp). Divine Vigor is an excellent feat for granting bonus movement and temp HPs.</p><p></p><p>As for laying the smack, you need to think of sequences. A swift action spell or ability followed by a standard action ability/spell combo is what you need to look at- if you can find move action ones you are getting into golden territory.</p><p></p><p>I don't propose wasting anymore than a round for buffing. So a quickened Divine Favor/Righteous Might combo would be good or a quickened Enlarge Person (Strength domain)/Divine Power. Once in combat you can still use a quickened spell here and there if you need the oomph.</p><p></p><p>Quick March (Spell Comp) and Righteous Wrath of the Faithful (Spell Comp) is the Cleric's "Haste". I highly recommend getting a rod of lesser quicken spell as early as feasible to leverage those low level buffs- divine favor, bull's strength, even shield of faith. If you can use it as a mace or store it in a glove of storing you are good to go.</p><p></p><p>Here's a sample order of these:</p><p></p><p>Augment Healing</p><p>Divine Vigor - carefully consider how you'd work the sequence with this</p><p>Divine Ward</p><p>Quicken Spell</p><p>Extra Turning</p><p>Sacred Healing (the 2 pts per spell level version) or Extra Turning</p><p>Extra Slot</p></blockquote><p></p>
[QUOTE="drdevoid, post: 3441703, member: 5356"] A lot of a cleric meleers ability depends on how many higher level spells they can dedicate and how quickly they can get to and stay in melee. Being able to use Quicken or Persistent Spell is important, but if you aren't healing effectively those spell slots will get channeled. I recommend feats like Augment Healing (Comp Divine)and Divine Ward (PHb II) and Sacred Healing (PHb II) that let you heal well, minimize slot expenditure and heal from a distance so that you aren't giving up position. As for getting into position, Quick March (Spell Comp) is great as is Knight's Move (Spell Comp) and even Updraft (Spell Comp) can be handy for getting up a hill/ledge or trying something silly like tackling a flier. Those swift casting time spells are immensely helpful as is Close Wounds and Delay Death (Spell Comp). Divine Vigor is an excellent feat for granting bonus movement and temp HPs. As for laying the smack, you need to think of sequences. A swift action spell or ability followed by a standard action ability/spell combo is what you need to look at- if you can find move action ones you are getting into golden territory. I don't propose wasting anymore than a round for buffing. So a quickened Divine Favor/Righteous Might combo would be good or a quickened Enlarge Person (Strength domain)/Divine Power. Once in combat you can still use a quickened spell here and there if you need the oomph. Quick March (Spell Comp) and Righteous Wrath of the Faithful (Spell Comp) is the Cleric's "Haste". I highly recommend getting a rod of lesser quicken spell as early as feasible to leverage those low level buffs- divine favor, bull's strength, even shield of faith. If you can use it as a mace or store it in a glove of storing you are good to go. Here's a sample order of these: Augment Healing Divine Vigor - carefully consider how you'd work the sequence with this Divine Ward Quicken Spell Extra Turning Sacred Healing (the 2 pts per spell level version) or Extra Turning Extra Slot [/QUOTE]
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Making the Melee Cleric
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