
SlamEvil |

In the upcoming campaign I'll be playing a gestalt Drunken Master of the Four Winds/Cleric of Community and Plant, with the sub-domains Family and Growth. I also took that channel energy variant associated with the Ale/Wine portfolio, making my character less effective at healing, but everyone's friend at a good party.
I've never really played a caster before, and I understand that Cleric Spells aren't really for combat, but I'm wondering what kind of spells I should be preparing.
Obviously if I know I'll be going into a haunted crypt, Hide from Undead, Remove Fear, and Cure Light Wounds are great options, but for day to day stuff, what would you all suggest?
btw, I'm level 3

Lathiira |

Cleric spells are good, in general, for buffing yourself and others, healing (either hp or various status ailments that need removed), and divination. At your level, bless is still useful in helping the party out with hitting bad guys. Shield of faith can give you some additional AC if you need it; you might not. You can spontaneously cast cure light wounds when you need to, no need to prep it. Silence is a good one, for stealth application as well as annoying enemy casters. Aid and magic weapon can be situationally useful.
Ah, heck with it.

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Started to type a response, then saw Lathiira's post. Nail on head.
So, I'll just specifically call out some spells that I think are really useful:
Bless
Shield of Faith
Restoration and similar
Remove Disease
Flamestrike is awesome
So is Harm/Heal
Miracle is cool.
Anyway, those're just a few of my favorites.

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That guide is awesome. I swapped out Plant for Luck, and while I'm mildly disappointed that I'm losing my ability to get big real quick, the usefulness of my new spells makes up for it. I love True Strike!
In UC there is a new feat that lets you release a domain power with a successful unarmed attack, you might want to take a domain that has a damaging power(like earth), or a status effect(like darkness).

TarkXT |

SlamEvil wrote:That guide is awesome. I swapped out Plant for Luck, and while I'm mildly disappointed that I'm losing my ability to get big real quick, the usefulness of my new spells makes up for it. I love True Strike!In UC there is a new feat that lets you release a domain power with a successful unarmed attack, you might want to take a domain that has a damaging power(like earth), or a status effect(like darkness).
Then you get to take Crusader's Flurry which lets you flurry with your deities favored weapon.

TarkXT |

In UC there is a new feat that lets you release a domain power with a successful unarmed attack, you might want to take a domain that has a damaging power(like earth), or a status effect(like darkness).
I don't have Ultimate Combat unfortunately. I'm a poor poor student who's been making all of his characters using the SRD.
As for crusader's flurry, my deity's favored weapon is unarmed strike, so it'd be a bit redundant.
A shame. Were I to paly Gestalt I'd be a Monk/Cleric(Crusader) gestalt of Shelyn. Get to flurry of blows with a Glaive. :)

SlamEvil |

Nimon wrote:Then you get to take Crusader's Flurry which lets you flurry with your deities favored weapon.SlamEvil wrote:That guide is awesome. I swapped out Plant for Luck, and while I'm mildly disappointed that I'm losing my ability to get big real quick, the usefulness of my new spells makes up for it. I love True Strike!In UC there is a new feat that lets you release a domain power with a successful unarmed attack, you might want to take a domain that has a damaging power(like earth), or a status effect(like darkness).
I don't have Ultimate Combat unfortunately. I'm a poor poor student who makes his characters using the SRD. Even if I did though, I wouldn't need Crusader's Flurry because my deity's favored weapon is an unarmed strike!