Clerical advice


Advice


So despite being an old hat player of this game, I have come to a realization:

I have never played a cleric and have no idea what they are supposed to do.

This problem is compounded by the fact that I've decided to roll a cleric of Gorum for our party--I know that, being a PIRATES ARRR game, we're going to have a frontline fighter covered (Well, at least two considering what the guys I game with usually make), so I'm wondering how to properly construct a Cleric for a more support-oriented role. Past that I have no idea what I want to do yet.

Any advice you can give would be greatly appreciated, and I'm used to playing Wizards so incredibly complex spell/feat/action combos are right up my alley.

Thanks in advance for your time.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Trinam wrote:

So despite being an old hat player of this game, I have come to a realization:

I have never played a cleric and have no idea what they are supposed to do.

This problem is compounded by the fact that I've decided to roll a cleric of Gorum for our party--I know that, being a PIRATES ARRR game, we're going to have a frontline fighter covered (Well, at least two considering what the guys I game with usually make), so I'm wondering how to properly construct a Cleric for a more support-oriented role. Past that I have no idea what I want to do yet.

Any advice you can give would be greatly appreciated, and I'm used to playing Wizards so incredibly complex spell/feat/action combos are right up my alley.

Thanks in advance for your time.

So you want to be the buffing guy, eh? Well, let's see...

Since 0-level spells are at-will, a good orison to have on hand is Guidance: subject gets a +1 on one d20 roll of their choice. Duration is a minute (or until it's used), so you could tap everybody right before breaking down a door, effectively giving everyone a +1 on their first attack.

1st-level spells: Bless is an obvious choice, granting all your buddies a +1 to hit for essentially the whole fight (usually).

2nd: Here you get Bull's Strength, great for buffing the beaters.

You get the idea. Find the buff spells and pile them on.

Also, the Luck domain is great for a buffer: you get a spell like ability a few times a day to touch someone and let them roll twice on all their d20s for 1 round and take the better result. This is especially handy when facing down a troll when you have one caster with Acid Splash - gotta make sure it hits, and double the chance of a crit!

That's a start, off the top of my head. Good luck!


I would definitely take the strength domain and the war domain would be a pretty good choice as well. It may serve you well to get fancy with your channeling try looking at the versatile channel feat (I have no idea if it is from 3rd party or not).


Thanks for the advice.

As far as stats go, what's the usual priority?

I'm thinking Wis>Con>Cha>Dex>Int/Str, since I'm not going to be a melee character.


Trinam wrote:

Thanks for the advice.

As far as stats go, what's the usual priority?

I'm thinking Wis>Con>Cha>Dex>Int/Str, since I'm not going to be a melee character.

Personally I would go Wis>Cha>Con>Dex>Int>Str. This doesn't mean that you can dump str. In fact you really do not have a dump stat.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Trinam wrote:

Thanks for the advice.

As far as stats go, what's the usual priority?

I'm thinking Wis>Con>Cha>Dex>Int/Str, since I'm not going to be a melee character.

One option would actually be to leave your WIS at a mere 12, using all your spell slots for Bull's Strength and Bless. That way you can buff all day long and have stats left over for other things - you could even spec yourself like a fighter. ;)


Check out this thread. It's very useful.


Cheapy wrote:
Check out this thread. It's very useful.

THREAD CHECKED. This is... actually pretty well perfect. Thanks very much!

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