Need advice for OP Heggal


Rules Questions and Gameplay Discussion


We already have two clerics in the game: Zarlova and Kyra, but the group wanted a healer for when those two can't make it, and I just so happen to like clerics. I have decided to play Heggal, and I know exactly what I want for his power and card feats.

However, I cannot decide where to place his skills. He doesn't have enough spells to pump Wisdom (or so it seems to me) and his skill in Charisma is both good and not terribly necessary. I could push Strength to make him a better fighter and am considering that option, but I just don't know. What have you guys done that has been effective and/or what would you suggest? I kinda feel like Heggal has it made on all fronts that are important (I feel that way about most clerics actually and it is one of the reasons I like them), and while most characters have a clear path I want to follow, I can't figure out what to do with this particular cleric.

Thanks in advance for any advice.

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I put my first skill feat into Wisdom, primarily to more reliably recharge my spells. I put the second into Strength, because I found myself in melee a lot.

Grand Lodge

Yep, I'm following exactly what Ron did.


I'm only into box 1, but I've got two in strength. For the same reason you stated, I don't feel like I'll be using attack spells. Even if I had to punch someone, it's d8+d4 +4.

My next point will go into wisdom, but I like two skill points in my main stat initially.


Even without using attack spells, it's nice to be able to hit the recharges - but more importantly wisdom is just a nice ability to have in Skull & Shackles, showing up in a lot of checks including those pesky ones to defeat ships. So the approach I took was to keep my strength and wisdom bonuses mostly even. We're through half of adventure 4 (well, the second half of four - we missed the first two but caught the last two) and so far the bonuses I've taken were wisdom, strength, strength, and wisdom. Those have worked out pretty well so far (though the exact order I took them in I don't think mattered that much).


Thanks for in input. There are some interesting ideas in here and some other interesting things we are noticing in our games.

Ben Martin 79 wrote:
Even without using attack spells, it's nice to be able to hit the recharges - but more importantly wisdom is just a nice ability to have in Skull & Shackles, showing up in a lot of checks including those pesky ones to defeat ships

This is a poignant statement and I think I will actually max wisdom first. We often hit ships/etc. and I feel like having the ability to recharge my spells more easily (even with only 4 of them) will help keep my discard pile slimmed down so that I can heal others and not myself. I also don't find myself in combat that much, either. That being said, we have noticed a spike in combat in path 4. Since you get skill feats at the beginning of that path, I can max wisdom in path 3, have that settled, and then boost Strength almost to max at the beginning of 4.

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