Who else dosn't like clerics?

Love playing clerics, don't know why. One of my favorite all time characters is a dwarven fighter/cleric/rune caster. He fights a lot, but he tries to be diplomatic and non-violent as a first choice, when possible.
 

log in or register to remove this ad

When I play, I never play healing clerics (except for healing myself). If I play a cleric, they never are a walking band-aid.

However, I do love also playing healing characters and think that they can be a lot of fun. When I do so, however, I prefer the Favored Soul from CD. To the op, I would suggest eliminating clerics and use Favored Souls instead.

The one thing I hate about clerics is the turn udnead mechanic. Actually, I would rather have them not be able to turn undead (so we can bury that stupid mechanic as well as Turn Resistance). In place of Turn Undead they get Divine Power, which essentially is used to power Divine Metamagic and thats it. I'd like clerics who could not turn undead but still use Divine Metamagic. That'd be okay in my book.
 

Just to clarify I don't like 3e clerics (give them a bunch of stuff till people want to play them). And I have never liked the warrior priest aspect of the D&D Cleric, isn't that what paladins are for?

I do like the cloistered cleric UA varient. Though I have not seen the genaric healer class. I have NO PROBLEM with the role play aspects of devout characters. I just don't like the combat powers of D&D clerics, I think they should be more like wizards. And sorcerers I really like Monte Cooks version. But thats another topic.

And in regards to Henry's accertaion that you don't need a cleric he is right on. It is certainly easier in 3e.

I was in a 2e game that went to 14th level when we retired it had a bard, wizard and 2 fighters. No cleric. Undead were a bit harder and we actually had to fight them. But we did fine. We used lots of helaing potions and other healing magic items. And the wizard only took damage 1 or 2 times in the whole campaign. So if it can be done in 2e it can certainly be done in 3e. The DM just made healing potions more readily available to the party for sale. Not the most elegent solution but it worked.

I would love to be in a party with a Shepard Book type cleric. That is cool!
 

I don't really like the cleric class in 3.x, but I don't mind clerics as a roleplaying model.


I think 3.x clerics have been overcompensated, while the real problem has been left untouched.
Healing spells have been left behind in the hit point race. Hit points and damage has increased quite a bit, but a cure light wounds still heals only 1d8+1. The result is that the clerics spells are not enough - you need clw wands. In fact you need clw wands more than you need a cleric!
 

Me. Specifically because they're modelled on a very specific historical figure (the crusading knight) and, as a result, have little or no place in any fantasy setting that doesn't draw its primary inspirations from a Medieval Europe that is charged with religious tension and poised on the verge of war (be it with "monsters" or other countries/kingdoms) at all times.

[Edit: I just noted Seis's reply and that sums things up for me, as well. So. . . I guess I like clerics. . . I'm just not a fan of the way that D&D handles them by default.]
 
Last edited:

Clerics are fun. I've loved 'em since OD&D, when they couldn't cast spells until 2nd level (actually, I love that idea... it could be fun bringing it back).

One of my players was a priest of Lathander (back when I was silly and played FR) who would freely heal other players... for a small "donation" to the church, of course. He was a fun guy.

I've made clerics who were heal-focused (in fact, Cyrenna, an NPC I made for Savage Tide, is a pacifist who has amazing healing capabilities that half the group wants to see become a regular in the group). Others were combat focused (I have a half-orc barbarian/cleric of kord who deals more damage than the party's main tank... everyone loves him, too).

I think clerics are a GREAT class that can fill numerous roles. As far as the "warrior-priest" image is concerned, I just think of Tempest (Tempus?) from the Thieves' World series of books... he's pretty much a walking D&D cleric, and he's about as badass as you can get.
 

Henry said:
Over half of the base classes can do some form of healing (Bard, Cleric, Druid, Ranger, Monk, and Paladin). Of these, only Monks cannot use various Cure wounds wands. The scarcity of cure potions and wands in the default-assumed game is pretty uncommon. Even if a person never had so much as a magic-caster in the party, then their natural healing restores their full hit points in (Hit Dice + CON bonus) days. A wizard at 1 hit point will be in tip top shape in 4 days, give or take a day; a fighter, in ten days.

Not having a primary healer in the party limits fights to ones where the opponent is going to die before doing enough damage to really kill someone. Not having a cleric do 150 heals or 200+ healed in mass cures every round means your opponents have to be significantly weaker or the rogue is burning 1650 GP every round using heal scrolls.

As for spreading around healing, yes, it should be done. Paladins should be stronger healers. Things like fast healing should be more common like the dragon shaman aura. The entire magic system needs to be totally scrapped though. Having a thousand pages of spell descriptions is utterly mad.
 

I love playing clerics; it is one of two of my favorite classes to play since 1e and the 3.x version makes it all the more fun. Unfortuanately they were in 1e days nothing more in most minds than a walking Red Cross station. Not anymore. :]

As Henry so rightly points out they can now lay down some real carnage. To play a cleric is to have a class that can employ defensive spells, offensive spells, healing spells, can wear the best of armor, and wield nasty weapons. Plus there is tremendous role playing potential. What's not to love! :cool:
 

I currently GM two parties that can have plenty of healing magic, and none have a cleric:

1st party (Eberron)
1 shifter ranger
1 human bard
1 half-elf druid
1 kalashtar wizard

Except for the wizard, all can use Wands of CLW, and the Druid can occasionally cast a higher level cure spell.

2nd party (Eberron)
2 shifter rangers
1 gnome druid

All the party members can use Wands of CLW
 

sfedi said:
I currently GM two parties that can have plenty of healing magic, and none have a cleric:

1st party (Eberron)
1 shifter ranger
1 human bard
1 half-elf druid
1 kalashtar wizard

Except for the wizard, all can use Wands of CLW, and the Druid can occasionally cast a higher level cure spell.

2nd party (Eberron)
2 shifter rangers
1 gnome druid

All the party members can use Wands of CLW

Your players sure love shifter rangers, eh?
 

Pets & Sidekicks

Remove ads

Top