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*Pathfinder & Starfinder
Need help building a Cleric (or other spellcaster)
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4916259" data-attributes="member: 35909"><p>I find simple weapon proficiency useful at level 1 for the sorcerer. A longspear means you have an AoO against most things trying to get into melee with you, and assuming str 10, 1d8 damage is actually enough to reliably kill alot of the things you might encounter. The deterrant factor alone might keep some enemies from moving to you.</p><p></p><p>Specialization: Fine, I'll stop arguing against it. But I never thought you needed every spell. More that each school has at least a few really good spells that are very painful to permanently give up in any form. Even the "weak" evocation has contingency. Oh well.</p><p></p><p></p><p>Human Cleric 1</p><p></p><p>Spells per day:</p><p>Level 0, 3/day: Detect Magic, Light, Create Water</p><p>Level 1, 3/day*: Pick 2 of Bless, Command, Divine Favor, and Inflict Light Wounds</p><p>*Including domain spell and bonus slot for high wisdom</p><p></p><p>Note: Never prepare cure spells. You can always spontaneously convert other spells to them anyway.</p><p></p><p>Domains: Largely depends on what deity you worship if one. You probably want to do War Domain and focus on buffing yourself for melee. You use the deity's favored weapon, or the alignment's. The longsword (Lawful alignment, or certain gods) is a solid choice. If you're not worshipping a god...pick whatever strong domain you can justify being related to War and/or fitting for your alignment. Good domains: Animal (mostly for Shapechange way later), Magic (to use arcane magic items), Strength (mediocre but aids in melee self-buffing), Sun (if you think you'll fight undead a lot), Travel (Fly and other useful spells AND good granted power), or Trickery (lots of good arcane spell additions).</p><p></p><p>Feats: You're getting Weapon Focus for free from War domain. Skill Focus (Concentration) is handy since you'll be casting in danger a lot. Combat Casting gives a +4 instead of +3, but only for casting defensively, so avoid that one. Improved Initiative and Blind-Fight are never awful if you have nothing better. The only metamagic feats really useful to clerics IMO are Extend and Quicken. The former is cheap as a rod, the latter you couldn't use for a long time anyway, so it's not worth getting yet. Neither is terribly important to have. Echew Materials might be more useful to you. Turning isn't likely to work against anything actually dangerous, so don't bother with Improved or Extra Turning unless in an undead-heavy game. Scribe Scroll is actually very handy to make some back up spells during downtime. A level 1 spell scroll if made at CL 1 costs 12.5 gp and only 1 xp.</p><p>I'll recommend Scribe Scroll, Skill Focus (Concentration), and your bonus Martial Weapon Prof. and Weapon Focus feats. If you don't expect downtime, replace scribe scroll with Improved Initiative.</p><p></p><p>Gear:</p><p>Your deity's favored weapon</p><p>The best armor you can afford (breastplate and even chain shirt is likely too much. Scale mail will work, or studded leather)</p><p>A heavy shield (or light, if your DM's strict about the very limited amount you can hold in a hand w/ a heavy shield)</p><p>Holy Symbol (wood)</p><p>Spell component pouch</p><p>other necessities</p><p>If possible, save some money for scrolls. They're dirt cheap. The party should pitch in for scrolls of cure light wounds for you to heal them with. (If they protest, tell them, "ok. pay 50 gp a pop for potions to drink on your own action, then.") As for other scrolls at CL 1? Obscuring Mist is helpful at times. Divine Favor even at CL 1 lasts 1 min. As written, a modest 25 gp CL 1 scroll of Protection From Evil/Chaos/Law/Whatever's your bag actually temporarily blocks charm and compulsion spells from affecting the target, even if they're already in effect!</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4916259, member: 35909"] I find simple weapon proficiency useful at level 1 for the sorcerer. A longspear means you have an AoO against most things trying to get into melee with you, and assuming str 10, 1d8 damage is actually enough to reliably kill alot of the things you might encounter. The deterrant factor alone might keep some enemies from moving to you. Specialization: Fine, I'll stop arguing against it. But I never thought you needed every spell. More that each school has at least a few really good spells that are very painful to permanently give up in any form. Even the "weak" evocation has contingency. Oh well. Human Cleric 1 Spells per day: Level 0, 3/day: Detect Magic, Light, Create Water Level 1, 3/day*: Pick 2 of Bless, Command, Divine Favor, and Inflict Light Wounds *Including domain spell and bonus slot for high wisdom Note: Never prepare cure spells. You can always spontaneously convert other spells to them anyway. Domains: Largely depends on what deity you worship if one. You probably want to do War Domain and focus on buffing yourself for melee. You use the deity's favored weapon, or the alignment's. The longsword (Lawful alignment, or certain gods) is a solid choice. If you're not worshipping a god...pick whatever strong domain you can justify being related to War and/or fitting for your alignment. Good domains: Animal (mostly for Shapechange way later), Magic (to use arcane magic items), Strength (mediocre but aids in melee self-buffing), Sun (if you think you'll fight undead a lot), Travel (Fly and other useful spells AND good granted power), or Trickery (lots of good arcane spell additions). Feats: You're getting Weapon Focus for free from War domain. Skill Focus (Concentration) is handy since you'll be casting in danger a lot. Combat Casting gives a +4 instead of +3, but only for casting defensively, so avoid that one. Improved Initiative and Blind-Fight are never awful if you have nothing better. The only metamagic feats really useful to clerics IMO are Extend and Quicken. The former is cheap as a rod, the latter you couldn't use for a long time anyway, so it's not worth getting yet. Neither is terribly important to have. Echew Materials might be more useful to you. Turning isn't likely to work against anything actually dangerous, so don't bother with Improved or Extra Turning unless in an undead-heavy game. Scribe Scroll is actually very handy to make some back up spells during downtime. A level 1 spell scroll if made at CL 1 costs 12.5 gp and only 1 xp. I'll recommend Scribe Scroll, Skill Focus (Concentration), and your bonus Martial Weapon Prof. and Weapon Focus feats. If you don't expect downtime, replace scribe scroll with Improved Initiative. Gear: Your deity's favored weapon The best armor you can afford (breastplate and even chain shirt is likely too much. Scale mail will work, or studded leather) A heavy shield (or light, if your DM's strict about the very limited amount you can hold in a hand w/ a heavy shield) Holy Symbol (wood) Spell component pouch other necessities If possible, save some money for scrolls. They're dirt cheap. The party should pitch in for scrolls of cure light wounds for you to heal them with. (If they protest, tell them, "ok. pay 50 gp a pop for potions to drink on your own action, then.") As for other scrolls at CL 1? Obscuring Mist is helpful at times. Divine Favor even at CL 1 lasts 1 min. As written, a modest 25 gp CL 1 scroll of Protection From Evil/Chaos/Law/Whatever's your bag actually temporarily blocks charm and compulsion spells from affecting the target, even if they're already in effect! [/QUOTE]
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