Tips for Clerics

Super_Nerd

First Post
Hello fellow nerds!
(or "cool guys" for those of you still in denial)

Well this is whats up, we are starting some new guys for a brand spanking new 3.5 campaign. Any way I decided to make a Cleric of Tyre but I have never played a cleric before, so do you guys have any tips on good spells that I might want to check out? Oh and I plan on being more of a priestly cleric then a more common "battle cleric" that my group seems to always imagine.

Well thanks "cool guys"
 

log in or register to remove this ad

First off, talk with the DM. Find out the type of campaign he plans on running.

There's nothing worse than throwing away two or three choices on anti-undead feats, only to find out that you encounter undead only once in the entire campaign. (Similarly, a ranger's player should talk with the DM before choosing favored enemies should find out if that's going to be a common enemy, a fighter's player before choosing Great Cleave should find out if the DM will be throwing out lots o' cannon fodder, and so on.)

Alternately, the DM should try to shape the campaign to make your choices useful.

Or something. I'm not too coherent tonight. :)
 

You might want to pick up one of the various "Craft" feats. A wand of cure light wounds, esp. if you have a ranger, bard, rogue, paladin, druid, or similar class that can use them is very nice, and perhaps crucial for your lower levels. Scrolls can be nice too, with the cleric's wide and automatic (no need to scribe into a spell book or powers known list) selection of spells. If your party is missing some one else with high wisdom, you might also want to take some Wis-based cross class skills like Sense Motive, Spot, and/or Listen.
 

Well... I think the most important thing for you to have worked out is your relationship to your deity. Figure out the answer to this question: "So. Why should I worship your God?" Needs: parables, rituals, holy days, relationship to other religions, relics, church hierarchy....

As far as spells go, I don't remember what Tyre would be like, so that might change a few things. Obviously, never memorize a spell that you could swap in (cures or inflicts, depending). Magic Weapon is great for the party archer. Endure elements is good too, as it lasts all day. Obscuring mist is good for when you need to heal the fallen in the midst of melee. Shield of Faith gets to be quite valuable as you go up in level (deflection bonuses tend to be rare). Magic Vestment and Greater Magic Weapon are similarly big news as you level. Deeper darkness is very nice (60 foot radius, hard to find your way out in areas where the noise comes from many directions). Invisibility purge if your dm uses that against you, same deal with Freedom of Movement (Some dms don't use stunning, entangling or paralysis against parties, as it can be boring.) Basically, the inflict spells are the early big bopper spells...

roguerouge, professional geek
 

The tough call for a priest/cleric is what Feats are you going to invest into. You only get 7-8 of them, ever, over a 20 level career, so try to make them count.

Craft Wonderous and Craft Magic Arms & Armour are two good ones.

Divine Vigour from DotF is great, gives you a little speed boost (+10!), which is especially appreciated on the battlefield if you are wearing Fullplate. I think it requires Extra Turning and Cha 13. This also means you can get some good use from your Turning attempts regardless of the presence of undead or not.

BoED may have some nice stuff, it hasn't made these shores yet.

Scribe Scroll is great to survive the first few levels.

Other than that, it really depends on what you decide to focus: melee cleric, then perhaps Power Attack and Divine Might (DotF again). Spellcaster: some metamagic feats, or more Item Creation feats.

Personally I like the Save boosting feats, as they greatly increase a characters ability to take punishment at all levels (Luck of Heroes from FRCS, Iron Will, Great Fortitude, and Lightning Reflexes). It really sucks blowing saving throws.
 


hong said:
And above all, don't forget the sunscreen.


Hong "trust me on the sunscreen" Ooi

That is only for you southern hemisphere folks. (slip, slap, slop)

The Ozone Hole on this side of the planet isn't nearly as large.
 

Multiple Holy Symbols, in multiple materials! Here's why: As a Druid/Ranger without mistletoe, as a Wizrad without spell books, as a Wizard/Sorcerer without their component case, so is a Cleric/Paladin without their Holy Symbol.

Besides theft and loss, Holy Symbols are subject to attack:

Wooden - Warp Wood, etc.
Metal - Heat Metal, etc.
Stone - Shatter, etc.

Hence, ALL Clerics should carry more than one Holy Symbol, and have them in different materials, too! While you may only be able to afford the wooden one at first level, by second you should be fine (and the Wizard can probably loan you enough for a spare, at first, if you explain to the group why)!
 

Buy a wand of cure light wounds as soon as possible. It costs 750 gp and it will free up a lot of your spells for combat, divination, buffing spells and whatnot.

Take a lot of ranks in concentration. In fact, max it out.

Don't take a lot of ranks in healing - just a few will do.

Consider the lightning reflexes feat.
 

"Hello, my name's Super_Nerd, and I'll be your Cleric for the evening!"

Asking for tips is an excellent way to make your party appreciate that you're more than their healing battery. Perhaps 15% of what the PHB lists as the price for spellcasting would be appropriate (or simply add a 20% gratuity on to your share of the treasure, for parties greater than 4).

With all that extra gold, you can buy some Wands of Cure X Wounds, and enjoy your Cleric-ness more.

-- N
 

Remove ads

Top