Level 4 reach cleric shopping in ROTRL


Advice


Hey folks, I am a new player and could use some help deciding what kind of gear to buy. We are just starting Skinsaw Murders, I have about 2700gp to spend or save. Atm I have no scrolls, am planning on getting a few restoration and other emergency/situational scrolls. I currently am using a mw cold iron longspear with a plain greatsword as backup as a cleric of Gorum.

Strength/Destruction domains, have combat reflexes/improved initiative/power attack as feats. I have +1 breastplate and ring of protection +1, was thinking about getting a +1 greatsword for Enlarge use, or maybe ioun stone with +1 initiative and cloak of resistance +1 and maybe save the rest? Any ideas?


Without spoiling the plot too much, there are a few spells you'd better have available either memorised or as scrolls as you go up levels: Remove Blindness; Lesser Restoration; Remove Disease; Break Enchantment; Heal; Breath of Life.

For magic items, the usual suspects are always helpful: headband of wisdom; belt of whichever stat; the ones you listed, plus amulet of natural armour. It really depends on which ones you fancy getting now and which ones you'll get later. Wands of CLW, of course.

Dark Archive

maybe sell your cloak of resist+1 ask your party to loan 300gp and upgrade it to a +2. your the cleric, bad s+!@ happens when you fail your saves.


Early on a +1 weapon is amazing and will last you for a very long time.

Boots of the cat ~ 1k, reflex saves on a cleric are really bad, with armour penalties your climb is probably not good either. Being able to nearly negate damage from a fall is pretty amazing.

Pearls of Power 1 ~ 1k will give you the chance to recast spells you've spent, at low levels being able to throw out bless is godly.

Handy Haversack ~ 2k will let you swap items without provoking, great for wand use in battle.

Bouncing Metamagic rod 3k: Spell failed to affect your original target, rather than being wasted it hits his friend instead.

Cloak of Resistance is always good but sinking 4k early might not always work out.

Personally I always load up on situational scrolls early on.
Consecrate, Daylight, Remove Disease, Nap Stack, Comprehend Languages, Shatter and a few others are amazing when you have them but not so useful if you need to rest to memorise them.


If your party don't already have a wand of Cure Light Wounds, then it might be worth picking one up. Sure, you're a Cleric and can heal already, but sometimes you'll be out of spells and still need to patch the party up. It's 750gp and should last you a good while.


Enchant your cold iron Longspear (now or considerably later, just don't do Fire). You should be able to at least get a MW close range weapon (two-hander or another weapon you CAN two hand) worth your time. NOT sure from my recall of the AP though, just for buying purposes I would say that. I won't spoil any loot finds by saying these things.

A good two hander with a good reach weapon ought to be your bread and butter. I second most if not all of the spell/magical equipment suggestions.

Since you're apparently straight cleric (good for you!) increase casting stats and make up for the lack of BAB with better weapons where you can. Unless you gain proficiencies or a magical Longspear in loot, I would enchant your mw cold iron longspear as it will serve you well against foes vulnerable to the material and as an enhanced reach weapon it will keep you foes more at bay or taking AoO's. Don't enchant weapons with elemental damage and you should be fine with most choices that may catch your fancy.

Budget, save what you can, but gear up now because there isn't likely an adventure written that doesn't get tougher. Typically it isn't easier to buy basics later.

You can buy that shiny new magical Great Sword, but if you're playing reach cleric right, you'll use your polearm more often, then again, if something closes in enough that you have to pull out the greatsword, you'll definitely want to hit it and hard. Point of reach cleric is to take as many attacks and put out as much damage as is needed for you to do via reach and AoO's on threatened squares. It is as much avoiding direct assault as it is being prepared for it getting out of your control. I've had a lot of success so far with both the reach and the two-hander switch-hitter (range) combo. Cast buffs first, move into position and the rest will follow. Charge in with the two-hander if everything is going your way. Focus on Gorum and your strategy and you should be good.

That all said, buy what you lack. stock up on Divine scrolls. If you are so inclined for that cure light wounds wand, you might need it (hell, many players are amenable to covering a healing wand with party loot).

Personally, I would never spend good gold on a healing stick unless no one else was able to heal. As a positive energy cleric...not only can you drop prepared spells (not domain spells) for healing, you get plenty of channels if you don't tank your Charisma. It just takes careful timing and party coordination to apply well.

If you plan on being a personification of Battle, make sure you have the AC and HP to survive rushing in. If you're playing a reach cleric, your focus should be more on battlefield control, but hey, have fun! You have a good combo with Longspear/Great sword. Let the rest of the party do their thing and enjoy the bloodshed!

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