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The best advice I can give to a new player trying to play a high level cleric is to create 1-2 core Spell lists that are the default, and a small side board list of spells that can be swapped in if the situation is more specialized. This will limit the overwhelming nature of the spells and make it easier to consume. You can use the below list as a base for these lists. Also, have your player stick to reading the brief summary of spells in the class spell list and then, if a spell seems interesting or useful, look up the full text.
Here is a basic list of spells that are good all around cleric spells, they can be used in just about every situation you will encounter in an average Adventure. This is assuming no bonus spells and not knowing what domains the cleric is.

0th Level
Detect Magic (x2)
Light (x2)

1st Level
Cure Light Wounds (x2)
or 1 CLW and Divine Favor
Shield of Faith
Protection from (Alignment)

2nd Level
Cure Moderate Wounds (x2)
Lesser Restoration
Sound Burst or Spiritual Weapon

3rd Level
Bestow Curse or Searing Light
Cure Serious Wounds
Daylight

4th Level
Restoration or Cure Critical Wounds
Dismissal or Freedom of movement

5th Level
Flame Strike, Slay Living, or True Seeing


I have a need for a extremely long range Siege Weapon (1.5+ mile range). Going by RAW this is what I came up with:
+1 Fiends Mouth Cannon enchanted with Teleport Object.
Cost: 196000gp

Cost breakdown
+1 Weapon bonus: 2000gp (guessing here)
Masterwork Weapon 3000gp (couldn't find anything specific on this)
Use activated Spell Effect: 182000 (Spell Level X Caster Level X 2000, 7 X 13 X 2000)
Cannon cost: 9000gp

Firing the cannon would require 2 special people, one aiming with the crew, and a spotter. The person aiming would need to be a wizard/druid/bard of at least 7th level with the scry Spell prepared. The spotter can be anyone, but would preferably be someone the wizard is familiar with and also good at stealth.
The wizard would scry the spotter to get an idea of how to aim the cannon. The first shot would invite the standard -6 penalty for not being able to accurately see the target. Each subsequent shot would reduce this as long as the wizard is scrying the spotter.

Additional information:
According to page 443 of the CRB in the falling section: "Casting Teleport or a similar Spell while falling doesn't end your momentum, it just changes your location, meaning that you still take falling damage,even if you arrive atop a solid surface."

What do y'all think? Does this work? Is the cost correct? Anything I missed?


I am running a Pathfinder campaign of my own creation and am looking for 1-2 more players to round out the party. We try to meet every other Saturday and play from 10AM till 3PM. Send me a PM or respond to this post if you would like more details or are interested.