New to pfs. looking for spell choice help


Advice


Greetings Everyone,

I want to get into pfs, my first game will be at a local store this coming sunday. I will be playing a cleric and wanted to ask everyone, what are your favorite orisons and 1st lvl spells to always keep up?

Thanks

Grand Lodge RPG Superstar 2012 Top 32

Casien wrote:

Greetings Everyone,

I want to get into pfs, my first game will be at a local store this coming sunday. I will be playing a cleric and wanted to ask everyone, what are your favorite orisons and 1st lvl spells to always keep up?

Thanks

Personally, I think every cleric should have create water prepared. Other good orisons would be detect magic, read magic, light, and guidance. Consider coordinating with other casters at your table if possible.

As for 1st-level spells, that depends a lot on you. If you're a fighty-type or a buffer, try bless and/or magic weapon. If you're a high-WIS offensive caster, try things like command or murderous command.


o level

Create water: pathfinders are arsonist murder hobos. Things will be set on fire. Be able to put them out.

Stabalize: pathfinders are murder hobos. Lower the body count on both sides. Sometimes you need people alive. Sometimes your own friends drop out of healing range.

Guidance: +1 to all of your friends rolls

Purify food and drink: if there is a dinner, gala, drinking contest etc you will be poisoned and wake up in a cult. Don't be poisoned and wake up in a cult.

1st level

cause fear: gets someone out of the fight for a few rounds, and if they're standing next to your melee, they'll probably die in the flurry of AoOs

burning disarm: a disarmed bad guy is a MUCH less dangerous bad guy

bless: everyone loves a +1

A few scrolls to consider with your starting money

Cure light wounds: you can't afford a wand till your second adventure, might want to live to see it

Comprehend languagues: someone always needs something translated, and some things you can't talk to but need to.

Liberty's Edge

I don't play a lot of Clerics myself, but the guys in my groups that do usually go for the buff/de-buff spells. Since you are a spontaneous caster, you can always drop a spell (that's not an orison, or domain spell) of any level to cast a spell with 'cure' in it's title, of the same level, stocking up on cure spells isn't really that big of a deal.

Here's what I usually see them casting:

Protection from Evil
Shield of Faith
Summon Monster I
Bless

Grand Lodge RPG Superstar 2012 Top 32

Come to think of it, when you're first level and have exactly two 1st-level non-domain spells, they should probably both be bless. Diversify later, when you have more slots. ;)


Guidance
Guidance
Guidance
Guidance
Guidance

Scarab Sages

BigNorseWolf wrote:

1st level

burning disarm: a disarmed bad guy is a MUCH less dangerous bad guy

You'll need the appropriate source book for this spell to be legal. And I'd recommend preparing a single CLW in case of emergency.

Grand Lodge RPG Superstar 2012 Top 32

Shinobikazuma wrote:
BigNorseWolf wrote:

1st level

burning disarm: a disarmed bad guy is a MUCH less dangerous bad guy
You'll need the appropriate source book for this spell to be legal. And I'd recommend preparing a single CLW in case of emergency.

Given that he's probably not a negative channeler, that would be a really silly idea.

Scarab Sages

Perhaps, but I've seen a lot of channels consistently roll 1's. He could just sack spells for CLW though so guess you're right.

Silver Crusade

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Isn't there a rule that all casters must have Detect Magic? I don't think I've ever seen or played a caster without it.

+1 on Stabilize and Guidance

Bless is just generically useful, especially at low level.

The Exchange

I play clerics...
My "stock" 0 level spells are
Guidance
Create Water
Detect Magic (if there is not other caster) or Detect Poison if there is.*
(maybe also Light)

*if there is another caster in the group they are likely to have Spellcraft, something I normally don't put ranks into as a cleric. SO... let them check for magic items and ID them.


Andrew Riebe wrote:

IHere's what I usually see them casting:

Protection from Evil
Shield of Faith
Summon Monster I
Bless

i woudl avoid shield of faith and prot evil, they both offer prot bonus to defense. I would pick one or the other.

Summon monster I is a weak spell. You spend a full round action at level 1 to summon a montser for 1 turn.

Liberty's Edge

If you are playing a melee cleric (You have probably seen them 2 handed weapon clerics) then Enlarge person is actually a spell a lot of them take. Going from 2d6 to Xd6 damage (with the corresponding Str boost) is good as is the reach. I agree with the other suggestions above. If you channel positive then never ever actually memorisea cure x wounds spells, its just not logical.

Prot from evil only really cuts it at later levels when you have to worry about spell effects from evil sources that could probably influence your mind (compulsion/charm)Id echo the sentiments of the above in regards to summon spells at level 1. Its just not worth it.


prot evil givesyou +2 ac, +2 saves as well. So they are very helpfull

Enlarge person is not a cleric spell, he would need a domain to enlarge.

Grand Lodge

For 1st level spells I also like Forbid Action (Ultimate Magic) to go along with the command spells.

Grand Lodge

Besides, a potion is the way to go for Enlarge Person, otherwise the caster has to spend a full round action casting it. And you need to be next to them when they finish casting.

Create Water +1,000
Amazing what some water in the right place can show...

Detect Magic
Even if you don't have Spellcraft traioned, it can help locate both likely loot and magical traps...

Guidance
+1 may not sound like a lot, but it is guaranteed and consistent. And can be applied to things that Aid Another cannot. Or do both...

Other orisons are per taste. Light if without Darkvision, and no one else can provide light. Read Magic, YMMV.

1st level spells:
Bless is good, but check if someone may not have that, or somethign similar, covered. A flag and the Flagbearer feat, for instance, does Bless but better.

If a negative channeler, CLW.

Otherwise, it depends on yoru flavor of Cleric.


Thank you all for the suggestions. One last question if you dont mind. I am thinking of playing an aasimar clr of Milani. Are there any huge draw backs with the aasimar i should be aware of?

Thanks again everyone!


The up and downside to being an aasimar is the inability to be targeted by spells that specify humanoids, like enlarge person or hold person. If you dont ever intend to be enlarged I say its hardly a negative. You can always retrain your character for free until you play it at level 2 if you change your mind about anything

Grand Lodge

Or take the Scion Of Humanity feat/trait/whatever it is, that leaves you as Aasimar, Native Outsider, but adds that you are also considered Humanoid (Human).

Upside: Enlarge Person, Reduce Person
Downside: Charm Person, Hold Person, etc.

Silver Crusade

Yeah, that actually came up last night. Mostly in a joking context, but we had a CN Sczarni wizard at the table who kept taunting the aasimar paladin. At one point, out of combat of course, the wizard tried casting Daze on the paladin, but I pointed out that Daze only works on humanoids, so the paladin is immune.

Getting back to cleric spells, I was playing my level 2 heal/buff support cleric of Desna last night. I had Guidance, Stabilize, Detect Magic, and Create Water as my orisons, and I used every one of them at least once. Stabilize was actually used on an enemy, while Guidance and Detect Magic were spammed continuously throughout the adventure.

For level 1 spells, I had Bless, Shield of Faith, Protection from Evil, and Longstrider as my domain spell (Travel). I used Bless, then wished I could cast it again later instead of the others. I think I may get a scroll or two of Protection from Evil, and just prep Bless 3 times the next time I play that PC.

The Exchange

Fromper wrote:

Yeah, that actually came up last night. Mostly in a joking context, but we had a CN Sczarni wizard at the table who kept taunting the aasimar paladin. At one point, out of combat of course, the wizard tried casting Daze on the paladin, but I pointed out that Daze only works on humanoids, so the paladin is immune.

Getting back to cleric spells, I was playing my level 2 heal/buff support cleric of Desna last night. I had Guidance, Stabilize, Detect Magic, and Create Water as my orisons, and I used every one of them at least once. Stabilize was actually used on an enemy, while Guidance and Detect Magic were spammed continuously throughout the adventure.

For level 1 spells, I had Bless, Shield of Faith, Protection from Evil, and Longstrider as my domain spell (Travel). I used Bless, then wished I could cast it again later instead of the others. I think I may get a scroll or two of Protection from Evil, and just prep Bless 3 times the next time I play that PC.

if you're going to use Bless that much, why not just get a wand?

Scarab Sages

Casien wrote:

Greetings Everyone,

I want to get into pfs, my first game will be at a local store this coming sunday. I will be playing a cleric and wanted to ask everyone, what are your favorite orisons and 1st lvl spells to always keep up?

Thanks

Believe it or not, incorporeal or DR/magic critter do appear in tier 1-2 games - so I suggest memorizing Magic Weapon (or quickly getting an magic weapon oil).

Bless is great if you don't have a Flagbearer in the party

Obscuring Mist is a great foil to Rogue opponents and against massed ranged attackers - you might also get some party upset so use it carefully. I can recall an early game where the bad guy dropped a deeper darkness on the party and had sneak attack
(obscuring mist evens the field)

Silver Crusade

nosig wrote:
Fromper wrote:

Yeah, that actually came up last night. Mostly in a joking context, but we had a CN Sczarni wizard at the table who kept taunting the aasimar paladin. At one point, out of combat of course, the wizard tried casting Daze on the paladin, but I pointed out that Daze only works on humanoids, so the paladin is immune.

Getting back to cleric spells, I was playing my level 2 heal/buff support cleric of Desna last night. I had Guidance, Stabilize, Detect Magic, and Create Water as my orisons, and I used every one of them at least once. Stabilize was actually used on an enemy, while Guidance and Detect Magic were spammed continuously throughout the adventure.

For level 1 spells, I had Bless, Shield of Faith, Protection from Evil, and Longstrider as my domain spell (Travel). I used Bless, then wished I could cast it again later instead of the others. I think I may get a scroll or two of Protection from Evil, and just prep Bless 3 times the next time I play that PC.

if you're going to use Bless that much, why not just get a wand?

Because I really don't have a better use for my spell slots, so I don't mind doing Bless a lot. The character's buff/heal focused, so I put more points in charisma than wisdom, so I'm unlikely to go for the offensive cleric spells.

Sczarni

Regarding cantrips, it might also be profitable to use a wand of 0 level spells. Costs only 375 gp. It free's you a cantrip slot.

Wand of Bless is really nice to have all around. I tend to use it every battle on my negative energy channeler cleric to help myself and others.


Command can be a game changer. but ther very least you should do (or rather the very least I try to do when playing my cleric) is cast guidance each round... (Divine Sub-domain for Divine Vessel power is awesome).

Silver Crusade

If you have a good WIS, doom can be pretty devastating.

Dark Archive

Fromper wrote:
nosig wrote:
Fromper wrote:

Yeah, that actually came up last night. Mostly in a joking context, but we had a CN Sczarni wizard at the table who kept taunting the aasimar paladin. At one point, out of combat of course, the wizard tried casting Daze on the paladin, but I pointed out that Daze only works on humanoids, so the paladin is immune.

Getting back to cleric spells, I was playing my level 2 heal/buff support cleric of Desna last night. I had Guidance, Stabilize, Detect Magic, and Create Water as my orisons, and I used every one of them at least once. Stabilize was actually used on an enemy, while Guidance and Detect Magic were spammed continuously throughout the adventure.

For level 1 spells, I had Bless, Shield of Faith, Protection from Evil, and Longstrider as my domain spell (Travel). I used Bless, then wished I could cast it again later instead of the others. I think I may get a scroll or two of Protection from Evil, and just prep Bless 3 times the next time I play that PC.

if you're going to use Bless that much, why not just get a wand?

Because I really don't have a better use for my spell slots, so I don't mind doing Bless a lot. The character's buff/heal focused, so I put more points in charisma than wisdom, so I'm unlikely to go for the offensive cleric spells.

Pearl of Power 1, that's all I have to say.

Ok, I could say more, but it is one of the more versatile magic items for only 1000gp. How many times could you use just one more bless/pro-evil/CLW/etc?


Shinobikazuma wrote:
BigNorseWolf wrote:

1st level

burning disarm: a disarmed bad guy is a MUCH less dangerous bad guy
You'll need the appropriate source book for this spell to be legal. And I'd recommend preparing a single CLW in case of emergency.

Or, you can play with a DM who doesn't care that you don't have the book since you are not made of money. If you are in a group that only has 3 players then you can just refuse to play, hence making it so the game cannot proceed unless you are able to use your character as built with supplements you do not have.


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Taku Ooka Nin wrote:
Shinobikazuma wrote:
BigNorseWolf wrote:

1st level

burning disarm: a disarmed bad guy is a MUCH less dangerous bad guy
You'll need the appropriate source book for this spell to be legal. And I'd recommend preparing a single CLW in case of emergency.
Or, you can play with a DM who doesn't care that you don't have the book since you are not made of money. If you are in a group that only has 3 players then you can just refuse to play, hence making it so the game cannot proceed unless you are able to use your character as built with supplements you do not have.

Or, in this hypothetical, you could stop being a dick.


Funky Badger wrote:
Taku Ooka Nin wrote:
Shinobikazuma wrote:
BigNorseWolf wrote:

1st level

burning disarm: a disarmed bad guy is a MUCH less dangerous bad guy
You'll need the appropriate source book for this spell to be legal. And I'd recommend preparing a single CLW in case of emergency.
Or, you can play with a DM who doesn't care that you don't have the book since you are not made of money. If you are in a group that only has 3 players then you can just refuse to play, hence making it so the game cannot proceed unless you are able to use your character as built with supplements you do not have.
Or, in this hypothetical, you could stop being a dick.

Or, in this hypothetical, you could realize that the rule that you must have all supplements to use what is in them, even if all of that is on d20pfsrd.com and even paizo's version thereof, is a rule that panders to people with a large surplus of money to spend as well as a strong back to lug all of that crap around.

Being a dick is a good thing, because it means that when push comes to shove--I had to resist the obvious joke--the person who wants to play a character that he spent hours if not days making can still do so.

If people love a system enough they will invest in it on their own. They should not have to spend money they might not be able to spare just to be able to be at the same level as their peers. I understand that Paizo has to make money and that PFS's rule is designed to help them make money, but for Apsu's sake don't just say "Nope! Not valid! You no has book, YOU NO HAS SPELL!" Seen that happen before and it is disgusting. It does not encourage said player to buy the books, but instead it encourages said player to NOT PLAY. It encourages him to leave the table and go play something else. Does Paizo get any money when a customer gets a bad impression and leaves? No. Why? Because he is spending his money elsewhere!

If he brings it, regardless of if he has the book, he should be able to play it there. Inform him of the rule, make the exception, and move on because if the player likes what he is doing he will eventually buy the content. We want to encourage players to become those players and DMs who want to play for decades, and with so many other options around we do not want to encourage them to go play some free mmo or moba.

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.

He wasn't calling you a dick for not liking the rule. He was calling you a dick for being willing to hold other innocent players hostage to make your point.

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