insaneogeddon |
Having recurring issues with no one wanting to be a cleric.
At high level with slay living, destruction and harm you're sorted but getting there without doing your head in is hard.
Quick Channel (feat) - lets you heal others without actions. Yes you heal opponents without selective channeling but at d6 or 2 its not that relevant to do anything but save the fallen, some tactical movement can save alot of healing opponent drama and worst case your enemies might save you for being a useful guy.
Rod (lesser) reach spell means for 3G can save precious bursts when just one or two are hurt without provoking or endangering self..
METAMAGIC, REACH
Aura strong (no school); CL 17th
Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight 5 lbs.
DESCRIPTION
The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
Spells to attack, high level clerics are sorted for save or die and area spells but low level they can be trying:
Attack rolls are a pain: -4 into melle stacking with -4 past allies for soft cover or the same for hard cover means precise shot and movement dramas or allowing yourself into charge lines.
Better spells that auto hit.
1:
Command (will) great for warriors and rogues and others that speak 'Fall' means they loose melle or have penalties and provoke when getting up, 'Drop' is a great disarm that lasts a round for those pesky stunning and specialized rort weapons, 'Approach' is good for ranged pests. Its prob 25 to 50 chance of effect but thats better than mellee and does more drama.
2: Saved by Advanced Players..
Grace is like a 2nd level mundane d.door your move doesn't provoke .. way to save allies without additional risk and more pertinantly a way to run away when your scuppered without relying on attacks of opportunity deciding your fate.
Share Language - handy in a campaign with so many languages and players who didn't consider that when picking languages.
3:
Blindness (fort) great for arcane casters, rogues, magical beasts, medium and smaller animals, undead and others with weak constitutions. Its permanent, they cannot target, have issues moving, 50% miss, penalties etc its as good as dead and clerics get a better DC than wizards as its 3rd level for them.
Advanced Players..
Blood Biography - for identifying creatures no one else can without stupid infinite DC skill checks. There is ALWAYS blood, its like xp.
Nap Sack - for when the party and you want to adventure (or need to) for 2 whole days in just one. It is once a week... I have nightmares about an all dwarf lawful cooperative party that always attacks in darkness (darkvision sees through but most others = blind and cannot target their best spells) who fake attacks but then retreats after 3 rounds then returns and full attacks till at 1/2 resources then backs away and comes back 3 hours later fully charged by nap sack and attacks in earnest. As a DM it means most every monster and NPC is out of buffs and at a severe disadvantage, even the genius ones, unless they too have the creativity gene and do the same.
As for domains - One domain buffed is the theologians domain (+2 CL, free metamagic and spontaneous domain spells.. seems great but really no domain is worth that but the fire domain: spontaneous burning hands and fireball.. add in intensified spell metamagic for 10d4 hands and 15d6 fireballs and the right trait so no CL increase....a pyromaniac gnome adds a further +1 CL and is prob the way to go) or perhaps travel for the wary players, canes perhaps but unlikely..
Most domains are pretty boring BUT you can get inquisitions instead! They loose you spells (and so are considered poor choices) but they tend to give YOU more as opposed to party buff stuff your already up to your eyeballs with.
Its not like you need extra benefits vs undead or extra party support spells but you do need more ways to have fun, not be mucked with and ways to buff others that don't use your actions
Sadly inquisitions are god specific but they still offer as much extra coolness as sub-domains. Nature gods get the extra bonus of terrain domains they can select from which offer a spell.
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/i nquisitor.html
http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/inquisito r.html
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/d ruid.html
Domains often offer attacks but most are sub-standard so buffs are better as are spells that are not on the cleric list - better still if you can use then or are free or swift actions so you can get on with something YOU want to do.
eg: Iomede: Glory (Honour/Heroism) means you free reroll anytime someone tries to control your actions and heroism buff party as a swift action, get greater heroism as a spell for yourself and added to the persistence Inquisition means YOU get extra movement to save your life (reach rod is for others lives) and the ability to swift heal yourself in emergencies and remove all sorts of nasty conditions so you can keep doing whatever you want. Its anoying that only asmodeous and iomede get persistance inquisition not for example torag or iori but I suppose thats the benefit for playing a god who you actually have to behave and roleplay for.
Heroism Subdomain
Associated Domain: Glory.
Replacement Power: The following granted power replaces the divine presence power of the Glory domain.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
Replacement Domain Spells: 3rd—heroism, 6th—heroism (greater).
Honor Subdomain
Associated Domain: Glory.
Replacement Power: The following granted power replaces the touch of glory power of the Glory domain.
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—zone of truth, 6th—geas/quest.
Persistence Inquisition
Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).
Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.
insaneogeddon |
All ideas or advice welcome. They are the vital class only replaced by inquisitors (eventually if they use precious spells known on things like restoration) or a Witch with the healing patron.
No mater the other class they always NEED you eventually and if cut off by a cunning npc are just walking dead without you.
VRMH |
- Clerics undo the failures of other PCs, and bolster up their shortcomings.
- No-one likes to be reminded of their shortcomings or failures.
- Ergo: no-one likes a Cleric.
I wouldn't add rules to make Clerics more potent though - D&D went that route with the 3rd edition, and it took 3.5 and then Pathfinder to get the "CoDzillas" back under control. Adding power to an already powerful class just attracts players who want that power, not the actual class.
Instead, make 'em more glamorous.
Clerics are priests. They're Holy men and women, touched and blessed by the Gods Themselves. Having the local yokels fawn over Cleric (N)PCs goes a long way to making the class more attractive. And temples are very useful as quest-givers, shops and local support points all in one.
Naedre |
Having recurring issues with no one wanting to be a cleric.
In my humble opinion, the reason noone wants to play a cleric is because they feel shoe-horned into a healer by the rest of the party.
Clerics are a very strong class, and should be as varied as any other class, because domains can easily alter the cleric's playstyle. But at most gaming tables I have observed, Clerics are expected to play a healer with healing and support-oriented domains. They are expected to save all their resources and actions for healing, and pay for the wands of cure light-wounds out of their own pocket.
Now, if you want to play your cleric as a dedicated healer, there is nothing wrong with that, and there are some fairly strong choices for you (even if it isn't my prefered style of play.) But pressuring others to play that way when they don't want to is the reason people avoid "healing" classes.
So, I think your point is: "Players, you can be an effective Cleric that is not someone's personal healing machine. Try it sometime."
I agree with that point entirely. However, I do disagree with some of your advice.
Attack rolls are a pain: -4 into melle stacking with -4 past allies for soft cover or the same for hard cover means precise shot and movement dramas or allowing yourself into charge lines.
Attack roll penalties like this are only if you are using a ranged weapon or a ray spell. If you want to play a ranged cleric, you should build for it, and the most important part of any ranged build is the Percise Shot feat. However, clerics are 3/4 BAB classes, and wear medium armor. This gives clerics pretty decent survivability, even at low levels, and we have multiple spells that improve our melee (and ranged) combat. In addition, alot of our buffs and healing spells are touch spells, so you frequently want to be near the front line anyway.
Most domains are pretty boring BUT you can get inquisitions instead!
I strongly disagree with this statement. Travel, Luck, Madness, War(Tactics), and Animal(Fur & Feather), are my favorite domains, but almost all of them are good. Not just for the bonus spells (although some of those are good enough to take the domain by themselves), but you can build almost any sort of cleric you want with the right domains. Please refer to the Class Guide Sticky entries about clerics for details reviews of domains, or read them yourself. They add good flavor and interesting abilities to clerics.
Its not like you need extra benefits vs undead or extra party support spells but you do need more ways to have fun, not be mucked with and ways to buff others that don't use your actions
I agree that one of the least fun parts of being a cleric is burning all your actions to make everyone else better. It is a strong and successful strategy, but there are times where you feel like you arn't doing much. My suggestion is to summon or play a cleric with an animal companion (Fur or Feather Sub-Domains are both good for this). That way, you use your cleric's actions for the strongest part of that class (buffing others), and then you use your animal companion or summon for the fun stuff (using your awesome buffs to rip enemies to shreds).
Also, the Reach-Weapon Cleric in the Class Guide Sticky is an interesting idea. You use your actions to buff, and then you use attacks of opportunities to destroy enemies. I have not played a Reach-Weapon Cleric yet, but I plan on it in the future.
In summary: Like the OP says, too frequently players are not intersted in playing a cleric, not because the class isn't strong, but because the players assume they will playing a boring healbot. If you have never played a cleric before, try it out, and try not healing in combat unless you absolutely have to. Use your actions to do things you want to do. The Cleric is loads of fun if you play the way YOU want to play.
IceniQueen |
One thing I have done in my Homebrew game is slightly change Clerics because it never fails they become Heal-bots. So what I have done is to make Clerics still have to do their pray but they can pick and choose at will what spells they want or need to use instead of trying to memorize all heal spells to keep a party that seems to get beat up a lot.
The way I see it is The cleric is the tool of their deity. Their deity grants them the power to cast the spells and the cleric would use the tools he needs most to benefit in the name of their deity.
It works well in my game and the Cleric is much better and keeps the party much more in the action. And the other characters see the benefit in the clerics deity and are swinging in favor of him or at least paying some form of homage to him.
Methulock |
I see the OP's problem in my group as well, but I don't think their lack of popularity has anything to do with reminding other players of their shortcomings.
Pathfinder Clerics, when placed in comparison with nearly all other classes, are extremely dry in "crunch." They get domain powers, but they're sparse and lackluster compared to the other classes. Almost every part of the class says "you're the healer and that is ALL YOU ARE."
"Fluff-wise" it can be argued that Clerics are some of the most colorful and diverse of all the classes, but fluff is dependent on your GM to make relevant to the campaign.
I'm not saying Clerics are bad, they are clearly the most efficient healer/buffer class in the game, but it takes work by both the player and GM to make them fun outside those abilities alone.
Scrogz |
heh.... if the cleric in my game was told to pay for Wands of CLW out of their own pocket there may be an open revolte.
I REALLY like the cleric in Pathfinder. It is one of the better balanced classes and can fit a couple of different rolls. Other players just need to understand the cleric is not your heal monkey.
That's always the big struggle though, fixing the actual players way of thinking, not the class.
Dosgamer |
Back in 1st ed we could never get a player to play a cleric. They were almost exclusively hired npc's that accompanied the party. Since 2nd ed I don't think we have ever had a party that didn't include a cleric. I think that may be the only class we can say that about.
They are generally expected to be the party healer, but that doesn't mean that takes up the entirety of their being. Our most memorable clerics were not remembered for their healing.
One cleric used calm emotions to take the fury out of a mob that surely would have tpk'd the heroes.
Another cleric (in an epic game) used his vorpal mace to bash in the head of the fiendish giant war general.
A third cleric used a dismissal spell (or something akin to it, I don't recall) to banish a very large elemental that the bbeg had summoned specifically to squash the party into the ground. We still talk about that some 25 years after the fact!
We love our clerics, and not just for their healing although we do love them for that, too. *grin*
Edit to say that the biggest change we made to clerics that got players interested in playing them was the ruling that "divine magic" did not require clerics to pick spells every day. They were free casters. It applied to druids, too, but nobody played druids in our games back then.
Byrdology |
I always house rule classes with 2 skill points get 4. That to me is the only downside to fighters, clerics, paladins, and wizards to a lesser extent.
Truthfully though, I have a player who won't play anything other than a cleric. He has opened my eyes to a lot of different strategies, and he has a great time role playing such a rich class.
darkwarriorkarg |
Hmmm... I'm enjoying my "everything BUT combat" cleric (str, dex and con suck big time). He's the group's main support, item crafter and co-face. he'll only really come into his own around 7th level, though. By then, he'll have a bodyguard (leadership) and a guided scimitar (so he becomes useful in melee to do more than Aid Another). And any undead that show up end un french-fried (sarenrea: Glory and sun domains and he's an aasimar)
We do have wands of CLW and I make utility scrolls (Bless weapon, Bull strength, lesser restoration, remove paralysis, consecreate)
With craft wondrous, I'm the mage's friend (pearl of power that we share) and just created a custom item for our gunslinger (using abundant ammunition...)
At my next level, Craft arms & armour!
Do I find it irritating sometimes that my character can't do more than distract an opponenent in melee? Yes. Which I why I'm the group's Tony Stark.
As an aside:
Our alchemist handles potions and our wizard will handle wands and arcane scrolls.
mplindustries |
Having recurring issues with no one wanting to be a cleric.
Whoah, full stop right there.
If nobody wants to be the cleric, then, uh, move on and be happy because nobody has to play a cleric for a party to function. What's the problem here?
If you're insisting someone needs to be the healer, literally every character in the game is able to use a Wand of Cure Light Wounds if they can hit a 20 on a UMD check.
Eight non-cleric classes (Alchemist, Bard, Druid, Inquisitor, Oracle, Paladin, Ranger, and Witch) can do it without a skill check, and four more (Magus, Sorcerer, Summoner, and Wizard) can do so, too, if they're a Samsaran. Bards, Druids, Inquisitors, Oracles, and Witches can even cast healing spells at level 1, even without the wand.
I could even argue that healing isn't even necessary (it's honestly not needed as I've run more games of D&D without anyone capable of healing than I have with healers--and I also don't include wands or potions in my games), but there are so many non-cleric classes capable of healing that we don't even need to have that discussion.
Jim.DiGriz |
1 person marked this as a favorite. |
So what I have done is to make Clerics still have to do their pray but they can pick and choose at will what spells they want or need to use instead of trying to memorize all heal spells to keep a party that seems to get beat up a lot.
Why were your cleric players preparing any healing spells when they have access to Spontaneous Casting?
You've essentially turned clerics into spontaneous casters with access to an entire spell list as a "fix" for a nonexistent problem. Everyone at your table should be playing a cleric--unless you've also applied similarly powerful "fixes" to perceived problems with other classes as well.
Matt2VK |
My biggest grip about the cleric is the lack of skill points. With Int almost always being a dump stat, the 2+Int modifier for skill points just don't go far with the cleric.
Just find it kind of sad that my Cleric's Knowledge: Religion skill is kind of pathetic. Due to the lack of those skill points.
Jiggy RPG Superstar 2012 Top 32 |
1 person marked this as a favorite. |
My biggest grip about the cleric is the lack of skill points. With Int almost always being a dump stat, the 2+Int modifier for skill points just don't go far with the cleric.
Just find it kind of sad that my Cleric's Knowledge: Religion skill is kind of pathetic. Due to the lack of those skill points.
It's not the class's fault you dumped INT.
Michael Sayre |
We often end up with a group that includes a cleric, but the cleric is not a healer. I think I've heard the phrase "I'm not that kind of cleric" at least a hundred times. Our problem is less having a cleric, and more having someone who can actually heal effectively without needing to rest and completely change their entire spell selection.
Michael Sayre |
Why were your cleric players preparing any healing spells when they have access to Spontaneous Casting?
Maybe they were running Neutral Channel Smite Clerics who went with negative energy?
Matt2VK |
Matt2VK wrote:It's not the class's fault you dumped INT.My biggest grip about the cleric is the lack of skill points. With Int almost always being a dump stat, the 2+Int modifier for skill points just don't go far with the cleric.
Just find it kind of sad that my Cleric's Knowledge: Religion skill is kind of pathetic. Due to the lack of those skill points.
My cleric has a INT 10!
between putting points into WIS, CHA, DEX, and CON I had nothing left over. I have used a couple of my favored class bumps for skill points instead of health. Just so I'd have 3 skill points that level instead of the 2 I'd normally get.
I do play him as a buffing cleric and he is very good at that job.
Jiggy RPG Superstar 2012 Top 32 |
Jim.DiGriz |
Jim.DiGriz wrote:Maybe they were running Neutral Channel Smite Clerics who went with negative energy?
Why were your cleric players preparing any healing spells when they have access to Spontaneous Casting?
Perhaps, but in that case IceniQueen decided to modify an entire class to eliminate the downside to an option his players chose to apply to themselves. Now there's no reason to play anything but Channel Smite Clerics-just make sure all the other players play dhampir characters and you've got a winning combination; damage to living enemies, healing for your allies, unrestricted spontaneous casting from the entire cleric spell list and, with the right feat, undead minions as well.
Michael Sayre |
Ssalarn wrote:Perhaps, but in that case IceniQueen decided to modify an entire class to eliminate the downside to an option his players chose to apply to themselves. Now there's no reason to play anything but Channel Smite Clerics-just make sure all the other players play dhampir characters and you've got a winning combination; damage to living enemies, healing for your allies, unrestricted spontaneous casting from the entire cleric spell list and, with the right feat, undead minions as well.Jim.DiGriz wrote:Maybe they were running Neutral Channel Smite Clerics who went with negative energy?
Why were your cleric players preparing any healing spells when they have access to Spontaneous Casting?
Oh, I agree it's a pretty terrible houserule that makes clerics way too powerful, I was just kind of throwing things out there.
I will say one common houserule I've seen in groups who felt like no one was playing a healer is allowing clerics to utilize both uses of Channel Energy in a single use. I don't think it's necessary to allow a cleric to use the heal/harm functions simultaneously, but some groups seem fine with it and it gives the cleric to shine even more brightly in encounters against undead ( or whatever depending on their channel choices and alignment).Kimera757 |
Clerics are hard to design properly for several reasons.
First, they're more flavorful than most classes. (Generally, a fighter's flavor is up to player, but a cleric's flavor is up to their god.)
The worst example I saw of this were 2e's spheres. Great flavor, terrible for balance. Everyone wanted to play a cleric with the war sphere so they could get Flame Strike, or the Spell sphere and thus had to be a cleric of Mystra. Why? So you could cast Fireball, of course. Of course, you could easily play a low-powered priest who makes a fine NPC but should stay far away from an adventuring career, or you could be a kickass deathpriest who can't fill the healer role (nor can anyone else in the party).
Because a cleric can cover so much ground, clerics generally end up with a vast array of unrelated spells. They get control/debuff spells, buff self spells, buff others spells, some direct damage, healing, long-term recovery (eg Remove Blindness, Restoration, etc), summoning, Glyph of Warding... An NPC cleric might be indistinguishable from a wizard if no one identifies the spells they cast and they don't wear armor.
Second is the elephant in the room. Healing. My party in Kingmaker doesn't have a cleric (or oracle) and so we ran into the following issues:
1) Long-term healing. I play a druid, and just use wands.
2) In-combat healing. People often say this is a poor strategy, due to the low amount of healing a cleric can generate per round (at least before Heal). However, some times you need it, and the cleric is the best for this. Currently my party is 9th-level, so no Heal yet.
We have a witch who can do emergency heals, as well as the paladin, who has the Quick Channel feat.
Unfortunately, other than Quick Channel/Channeling, all healing is a standard action, and usually touch range, so the cleric has to waste a move and a standard action when using emergency heals. (Mass Cure X Wounds is usually a weak option too.)
The witch can fly and has a "cast on the fly" ability which reduces the negative effect of giving up a move action to heal. He also has a Wand of Cure Serious Wounds with a very few charges. Still, there's more fun things to do with his action.
Adding injury to injury, the cleric often has to give up a sweet spell for an emergency heal. You wanted to use Harm, but a PC is at -5 hit points and on fire, and they didn't even get into that position by being suicidally stupid. You're pretty much obligated to heal them. (Otherwise you have a grumpy player whose character is KO'd.)
3) Condition healing. Imagine my shock when half the party ended up blinded (permanently) by flocks of birds, and then discovered my druid does not have Remove Blindness on their spell list. I don't think any Pathfinder class except the Oracle or Paladin can do anything like this, and both have to make hard-coded decisions, so might not have the appropriate ability. (If an oracle learned Lesser Restoration but not Remove Blindness, it sucks to be blinded and not ability drained. Of course, the other choice is just as (in)valid. If a paladin chose the wrong mercy... You see where this is going.)
Byrdology |
That's why it's important for all your characters to get together and make sure you are all shoring up each others weaknesses.
I played in a group up to lvl 13 with a barbarian, two rogues, a sorcerer, and a ranger. We managed just fine, because we optimized our party, not just our characters.
It certainly helped that combat rarely ever lasted past 3 rounds, but that was kind of the whole point.
insaneogeddon |
Cheers for any ideas/advice.
As for the rest: its not about forcing PCs to play clerics just offering advice on how to have more fun (parties without clerics get owned if opponents are switched on and letc face it opponents normally have the jump on PCs as its PCs thet go into others teritories... asuming DMs mitigate cheating and module reading and 'i had that buff up already' nonsense.)
For those that have no idea what my post as all about ..Its not a guide, think outside the box .. not everything has to be in macdonalds formt.
Just looking for fun clerics, i already support clerics in standing up for their right to be autonomous.
Fire domain theologians seem to be the best fun from what I have seen.
If two players play a cleric having a Divine Strategist is amazing (had one in action with the caves terrain domain) adding +2 CL to the fire cleric and winning initiative made between the blaster cleric and the reach melle strategist they didn't need the other party members.
Not seen a evangelist in action but bardic sone is pretty powerful and they get good spells to cast spontaneously.
Most domains are pretty lacklustre for attacks compared to the standard spell lists.