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<blockquote data-quote="Antoine" data-source="post: 1721339" data-attributes="member: 13307"><p>I don't know if my experience might help you, but here are some of the feelings I gathered playing various fighting cleric.</p><p></p><p>1. If you're the party's main cleric, no classes other than cleric and cleric PCs. </p><p></p><p>2. Melee is probably more realistic for a cleric than ranged attacks : you'll probably need less feats. There may be an exception with elven clerics and FR domains which give free archery feats. But cleric spell are really melee oriented.</p><p></p><p>3. Beware of double-prestige-class clerics. BAB stinks since you'll need at least 5 cleric levels (+3), then usually get a +0 1st level in each prestige class. You'll get that +6 at 10th level.</p><p></p><p>4. Careful with divine disciple if you're playing 3.5 : extra domain doesn't show till 4th level.</p><p></p><p>5. If you're 10th level cleric/PC1/PC2, check powers you get on each PC level, but default good combination for saves is 6/3/1, as opposed to 5/3/2.</p><p></p><p>6. If you go melee, you'll need a free hand to cast. Meaning if you use a shield, you'll need quickdraw, and still expend move actions to sheathe one handed melee weapon each time you cast with a somatic component. Go for a two-handed weapon. You'll lack the shield, but you can always hold your weapon while casting. Reach is good for you.</p><p></p><p>7. Cool items : metamagic rods (spare feats), ring of counterspelling (anything but usually <em>dispel magic</em>), +1 or better adamantine or cold iron weapon (holy is probably the best enchantement around), cloak of resistance (strengthen your strengths), any stat buff, low level healing wands (CLW, lesser restoration).</p><p></p><p>8. Economical advice : <em>magic vestment</em> (lasts hours, spares on magical armor cost).</p></blockquote><p></p>
[QUOTE="Antoine, post: 1721339, member: 13307"] I don't know if my experience might help you, but here are some of the feelings I gathered playing various fighting cleric. 1. If you're the party's main cleric, no classes other than cleric and cleric PCs. 2. Melee is probably more realistic for a cleric than ranged attacks : you'll probably need less feats. There may be an exception with elven clerics and FR domains which give free archery feats. But cleric spell are really melee oriented. 3. Beware of double-prestige-class clerics. BAB stinks since you'll need at least 5 cleric levels (+3), then usually get a +0 1st level in each prestige class. You'll get that +6 at 10th level. 4. Careful with divine disciple if you're playing 3.5 : extra domain doesn't show till 4th level. 5. If you're 10th level cleric/PC1/PC2, check powers you get on each PC level, but default good combination for saves is 6/3/1, as opposed to 5/3/2. 6. If you go melee, you'll need a free hand to cast. Meaning if you use a shield, you'll need quickdraw, and still expend move actions to sheathe one handed melee weapon each time you cast with a somatic component. Go for a two-handed weapon. You'll lack the shield, but you can always hold your weapon while casting. Reach is good for you. 7. Cool items : metamagic rods (spare feats), ring of counterspelling (anything but usually [i]dispel magic[/i]), +1 or better adamantine or cold iron weapon (holy is probably the best enchantement around), cloak of resistance (strengthen your strengths), any stat buff, low level healing wands (CLW, lesser restoration). 8. Economical advice : [i]magic vestment[/i] (lasts hours, spares on magical armor cost). [/QUOTE]
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