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Tips for playing an evil cleric?
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<blockquote data-quote="Magesmiley" data-source="post: 3024657" data-attributes="member: 26292"><p>I'm not recalling the details of the cloistered cleric offhand, but here are my observations from playing an evil necromancer-type standard cleric in the past:</p><p></p><p>1. Keep an eye out for undead. Assuming that your level is high enough to control the undead (as opposed to simply rebuking them), control them. If they're mindless undead and there are too many of them to control, grab a few and beat a hasty retreat (closing and blocking doors if necessary). If you lose the ones you control, return to the spot in the dungeon you left the extras at and get more. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p>2. Use the undead as clay pigeons and cannon fodder. Sending a couple of skeletons around so the rogue can flank or to draw off AoOs is often worthwhile.</p><p>3. Whenever you kill something big and nasty, consider trying to salvage the creature's remains for animation as a skeleton. Have a desecrated area prepared somewhere that you can use to animate the creature (and others). Whenever possible, control existing undead rather than making your own - its cheaper.</p><p>4. My general philosophy on controlled undead is to have a single creature that is the biggest and nastiest I can get my hands on, and then use the rest of my control ability (if any) to keep some low 1HD skeletons around that I can use for sweeping for traps, doing stupid things, and drawing hits in combat.</p><p>5. Healing is a bit of a touchy subject. What I have done in the past is to stock up on some wands (my party used wands of lesser vigor). Prepare a few more powerful cure spells for use in combat, but not very many. Rely on the wands to fully restore HP between combats. Make sure everyone knows that healing isn't your primary focus.</p></blockquote><p></p>
[QUOTE="Magesmiley, post: 3024657, member: 26292"] I'm not recalling the details of the cloistered cleric offhand, but here are my observations from playing an evil necromancer-type standard cleric in the past: 1. Keep an eye out for undead. Assuming that your level is high enough to control the undead (as opposed to simply rebuking them), control them. If they're mindless undead and there are too many of them to control, grab a few and beat a hasty retreat (closing and blocking doors if necessary). If you lose the ones you control, return to the spot in the dungeon you left the extras at and get more. :] 2. Use the undead as clay pigeons and cannon fodder. Sending a couple of skeletons around so the rogue can flank or to draw off AoOs is often worthwhile. 3. Whenever you kill something big and nasty, consider trying to salvage the creature's remains for animation as a skeleton. Have a desecrated area prepared somewhere that you can use to animate the creature (and others). Whenever possible, control existing undead rather than making your own - its cheaper. 4. My general philosophy on controlled undead is to have a single creature that is the biggest and nastiest I can get my hands on, and then use the rest of my control ability (if any) to keep some low 1HD skeletons around that I can use for sweeping for traps, doing stupid things, and drawing hits in combat. 5. Healing is a bit of a touchy subject. What I have done in the past is to stock up on some wands (my party used wands of lesser vigor). Prepare a few more powerful cure spells for use in combat, but not very many. Rely on the wands to fully restore HP between combats. Make sure everyone knows that healing isn't your primary focus. [/QUOTE]
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