| Trice the Traveler |
I'll take all the advice you can muster on how to play the character (a) to the benefit of the party as a whole, and (b) so that I have fun.
I played clerics quite a bit and I notice that the point where I have fun is when I put a lot character in the character. 2 skill points isn't a lot to play with but if you have it put it where you can get more out of the non combat situations. Diplomacy is great for that.
Play up your theme (domains) espouse your faith, oh and one other thing, some domain powers can give you a bit of an odd edge in the game. Do something unexpected can be fun too. (One cleric I played specialized in foresight and true seeing casting all the spells that gave him information about things (commune, planar ally, legend lore), I think there are spells that help your knowledge checks now too.)
When I played a halfling travel/luck domain in 3rd the character worshiped the God of Adventure it made the initial discussion of are you willing to help real easy.
I also liked the challenge, no one dies on my watch, (or is afraid or paralyzed or weak).
As that character advanced he decided he particularly hated outsiders to the point of putting together a Banishment kit.
Have your character look disapprovingly on any non healer that doesn't carry a wand of cure light wounds (free for 2 pp guys).
This also means fun spells can be cast more frequently and you don't have to spend your time healing.
Go to spells for 'Fun'
1. Magic Stone(esp against undead), Magic Weapon (don't forget Protection from Evil), Divine favor (if you like to swing in the front row)
2. Spiritual Weapon, align weapon, remove paralysis, Bulls Strength
3. Daylight, invis purge, dispel magic, vestments
4th OMG too many spells Freedom of Movement, Deathward, greater magic weapon, Dismissal, Air Walk, Blessing of Fervor (so much crack on that spell)
5 True Seeing, Flame Strike, Breath of Life, Dispel Evil/Chaos/Law
6 Breakfast, Heal, Greater Dispel, Banishment (same issue that 4th has too much to pick)
7 Here is where I am disappointed usually Summon Monster VII is the best and I also have used 7 to pick more 6th level spells (More Heal maybe even Harm) when I was learning I accidentally cast repulsion and it led to a near TPK, never took that spell again.
8 (I don't think we need to worry about 8, turns out you don't need to worry about 7th either . . . but one can hope)
Back in the day I would carry a wand for the spells that you go I hope I don't need this spell but if I do I would be sad that I didn't have it.
Remove Paralysis
Remove Blindness/Deafness
Lesser Restoration Restoration
Remove Fear
Though I had craft wand which meant they were roughly half off I think, but that's not allowed either, scrolls and potions would work (esp potions of lesser restore because they are faster than 3 rounds)
That's about all. Off to throw some monsters at some over powered 16th level characters