Clerics Are not Healers?


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I was reading this site

They emphasis quite a few times that Clerics are not healers, they recommend against using Healing as one of your domains, etc

Is this true?

I was hoping to make a rogue, that fell through on me, so I thought I might make a cleric who is a healer. From reading this article it seems that is not a wise decision.


I was helping you on the rogue thread, and just saw this.

I think the idea is that clerics aren't forced to be healers.
You can make fantastic healer/buffer-clerics, what with channel energy and the Healing domain and being able to spontaneously cast Cure spells (if you're good or chose the option if neutral, of course).
A cleric that focuses on buff spells to help their allies and has the Healing domain can make for a great character that is also useful in combat, especially if you grab an archetype like Evangelist or Herald Caller with Sacred Summons.

But having "cleric" on your character sheet doesn't automatically add the healer role to your character.


That depends on what you mean by "healing." Restoring hit-points between fights is best handled by a wand and can thus be done by almost anyone. For removing statuses, like blinded, poisoned, ability damage, etc; you need access to the cleric spell list.

If you mean in-combat healing, this is tricky. Healing spells generally don't heal very much. At level 1, you are healing for 1d8+1, so 5 health. A bandit with a greatclub is hitting for 1d10+3 at the least. So you are not actually helping very much. Instead of using your action to heal, you could have attacked that bandit and maybe killed him instead, preventing his damage.

If you want to heal in combat, you need to overcome the action economy problems. Check out the oradin guide for a build that does this quite well.

The Exchange

Clerics can be excellent healers with very little effort. I think what most people mean when they say that clerics are not healers is that they shouldn't ONLY be healers. Don't build a character that is an amazing healer but can't do anything else. You have medium armor, 3/4 bab, and a lot of great buffs. You'll still have channeling and can convert spells to healing when needed (generally only to save a life or out of combat).

Healing is also considered by many to be an inefficient use of action while in combat. Shutting down an enemy with a control spell, buffing the party in some delightfully cleric-y way, or straight up killing an enemy yourself tends to prevent more damage than you have healed with a cure spell. Heal is the only really efficient spell for healing because of the sheer amount of HP it restores as well as its ability to remove conditions and ability damage.

By all means play a cleric that can heal well. Just remember that you're playing a cleric, so you kinda heal well by default.


bigrig107 wrote:

I was helping you on the rogue thread, and just saw this.

I think the idea is that clerics aren't forced to be healers.
You can make fantastic healer/buffer-clerics, what with channel energy and the Healing domain and being able to spontaneously cast Cure spells (if you're good or chose the option if neutral, of course).
A cleric that focuses on buff spells to help their allies and has the Healing domain can make for a great character that is also useful in combat, especially if you grab an archetype like Evangelist or Herald Caller with Sacred Summons.

But having "cleric" on your character sheet doesn't automatically add the healer role to your character.

The page in question mentions you're not a healer, and marks the domain in orange to indicate it is not a preferable domain.

But you believe it can be OK to use?


Makes sense. I'll be playing in Dragonlance. I was going to take on Mishakal as a deity, but perhaps I'll take Paladine instead. Besides, I much prefer white vestments to the sky blue ones favoued by Mishakal's followers anyway.


If you're looking to make a dedicated healer (where healing is what you do in combat) then Cleric is a poor choice. You want a Life Oracle.


Well, first, could you link the page again?
It doesn't work when I paste it into Google.


Arachnofiend wrote:
If you're looking to make a dedicated healer (where healing is what you do in combat) then Cleric is a poor choice. You want a Life Oracle.

Doesn't have to be a dedicated in-combat healer.

Mostly just toying with the idea of cleric now.


bigrig107 wrote:

Well, first, could you link the page again?

It doesn't work when I paste it into Google.

That's odd.

https://docs.google.com/document/d/1h6-_4HvPvV-Tt7I67Gi_oPhgHmeDVA5SBl-WrJS gf5s/edit?hl=en

The Exchange

The Healing domain in my opinion is pretty weak. Empowered cures for free is nice, but there are stronger options out there for domain abilities. If you're set on the Healing domain, though, I'd check out the Restoration subdomain. The level 1 ability is more useful and the domain spells are very slight upgrade over the default.

Also, check out the Summon Good Monster feat (d20pfsrd is borked atm or I'd post the link). It has some nice summoning options since as a cleric you can't summon evil outsiders if you're a Good aligned character. Personally, I think requiring a feat for this is a bit dumb, but it does add some nice versatility. This also pairs nicely with Sacred Summons.


A cleric who is ONLY healing will have nothing to do in many rounds of many fights, and will contribute significantly less than a cleric who is capable of healing AND other things.

The domain powers of the healing domain are pretty good for a character that wants to have a significant healing role, and the subdomain powers are even better, but the main problem in my opinion is the domain spells. 5 out of 9 are ones that the cleric can cast spontaneously by converting any of her regular spells. That makes them a waste -- why would you ever prepare a cure spell if you're a cleric who can spontaneously cast cure spells? The only reason that, for instance, Kyra the pregen has cure spells in her prepared slots is that she's designed for use by newbies who may not know that a cleric can spontaneously cast cure spells. As noted by Dukai, the subdomains improve this a bit by having other spells than the cures as domain spells. Even so, you'll probably be prepping your other domain's spells in those slots instead, particularly if you choose one of the good ones where you get spells that aren't on the cleric spell list.

Liberty's Edge

Adrian Parker 563 wrote:
Arachnofiend wrote:
If you're looking to make a dedicated healer (where healing is what you do in combat) then Cleric is a poor choice. You want a Life Oracle.

Doesn't have to be a dedicated in-combat healer.

Mostly just toying with the idea of cleric now.

If you're not gonna be primarily an in-combat healer, the Healing domain is probably not necessary. :)

Other Domains offer better things, generally speaking.


Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).


Adrian Parker 563 wrote:

The page in question mentions you're not a healer, and marks the domain in orange to indicate it is not a preferable domain.

But you believe it can be OK to use?

Yes. If you play at a table with rather new players and a friendly GM, you don't have to care about 'wrong' domains. Pick any you like and have fun with it. Guides can lead to more fun (if they allow you to achieve something great), but also to less fun (if they talk you out of options you actually like).

As others said already: Just healing becomes dull on the long run. Adding buffs for your mates, debuffs for your enemies and some other stuff will make your character more fun to play.


Paladin of Baha-who? wrote:

A cleric who is ONLY healing will have nothing to do in many rounds of many fights, and will contribute significantly less than a cleric who is capable of healing AND other things.

The domain powers of the healing domain are pretty good for a character that wants to have a significant healing role, and the subdomain powers are even better, but the main problem in my opinion is the domain spells. 5 out of 9 are ones that the cleric can cast spontaneously by converting any of her regular spells. That makes them a waste -- why would you ever prepare a cure spell if you're a cleric who can spontaneously cast cure spells? The only reason that, for instance, Kyra the pregen has cure spells in her prepared slots is that she's designed for use by newbies who may not know that a cleric can spontaneously cast cure spells.

Because your other domain spell isn't good at all (or you don't like it), and you can't convert domain spells to Cures?

Or you like all the spells you've prepared normally, and don't like the stress of making the decision on which spell to burn this time?
Or you're an Evangelist, or any other archetype with one domain, that only has the Healing domain?

Plenty of reasons to prepare one of the Healing spells in your domain spell.

I'm not sure I agree with the idea of a cleric never healing in combat, but at the same time you need to be able to do something in combat when no one needs healing.
Taking the Healing domain (and even preparing a few of its domain spells) is perfectly fine and viable, as long as you balance it with other ways of being useful in combat (summon monster, bless, divine favor and a reach weapon, blessing of fervor, lots of options here).


SheepishEidolon wrote:
Adrian Parker 563 wrote:

The page in question mentions you're not a healer, and marks the domain in orange to indicate it is not a preferable domain.

But you believe it can be OK to use?

Yes. If you play at a table with rather new players and a friendly GM, you don't have to care about 'wrong' domains. Pick any you like and have fun with it. Guides can lead to more fun (if they allow you to achieve something great), but also to less fun (if they talk you out of options you actually like).

As others said already: Just healing becomes dull on the long run. Adding buffs for your mates, debuffs for your enemies and some other stuff will make your character more fun to play.

I think I'll go Paladine, with domains Good and protection. Not 100% sure yet though.

Domain choices are Good, Law, Protection, Sun (and I'm not Lawful Good).

Liberty's Edge

Adrian Parker 563 wrote:
Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).

Actually, no. You only need one hand and a Light Shield explicitly leaves the hand free for spell-casting. A buckler does the same.

A Heavy shield would have the problems you suggest, so don't use one.


This is what I currently have then:

Str 12
Dex 14
Con 13
Int 10
Wis 17
Cha 15

Skills
------
Diplomacy +1
Heal +1
Knowledge (religion) +1

Feats
-----
Improved Initiative (?)
Scribe scroll

Orisons
-------
Create Water
Light
Stabilize

1st level
---------
Bless
Protection from Evil

Armour
------
Scale mail
Heavy steel shield

Weaopns
-------

Heavy mace
Heavy Crossbow


Deadmanwalking wrote:
Adrian Parker 563 wrote:
Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).

Actually, no. You only need one hand and a Light Shield explicitly leaves the hand free for spell-casting. A buckler does the same.

A Heavy shield would have the problems you suggest, so don't use one.

I'd still have to drop my weapon anyway would I not? Is there any further disadvantage for dropping a weapon and shield, instead of just weapon?

Edit:
I see, I can cast spells with just one hand free. So I'll just carry a shield till I need to cast, drop it, and not pick it up again. That way I'll have +2ac until I first cast my first spell in each battle.


Adrian Parker 563 wrote:
Deadmanwalking wrote:
Adrian Parker 563 wrote:
Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).

Actually, no. You only need one hand and a Light Shield explicitly leaves the hand free for spell-casting. A buckler does the same.

A Heavy shield would have the problems you suggest, so don't use one.

I'd still have to drop my weapon anyway would I not? Is there any further disadvantage for dropping a weapon and shield, instead of just weapon?

Edit:
I see, I can cast spells with just one hand free. So I'll just carry a shield till I need to cast, drop it, and not pick it up again. That way I'll have +2ac until I first cast my first spell in each battle.

Or use a light shield and never drop it.


Adrian Parker 563 wrote:
Deadmanwalking wrote:
Adrian Parker 563 wrote:
Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).

Actually, no. You only need one hand and a Light Shield explicitly leaves the hand free for spell-casting. A buckler does the same.

A Heavy shield would have the problems you suggest, so don't use one.

I'd still have to drop my weapon anyway would I not? Is there any further disadvantage for dropping a weapon and shield, instead of just weapon?

Edit:
I see, I can cast spells with just one hand free. So I'll just carry a shield till I need to cast, drop it, and not pick it up again. That way I'll have +2ac until I first cast my first spell in combat.

Not actually necessary with a light shield or buckler: they leave your hand free.


If your GM does not believe that a light shield/buckler leaves the hand open for casting (which is 100% a real rule that really exists), then you can alternatively use a 2-handed weapon, using a free action to take off-hand off the weapon so you can cast while holding the object in one hand, then use another free action to grip it properly again (changing the status from "held" to "wielded" and all that entails).


DominusMegadeus wrote:
Adrian Parker 563 wrote:
Deadmanwalking wrote:
Adrian Parker 563 wrote:
Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).

Actually, no. You only need one hand and a Light Shield explicitly leaves the hand free for spell-casting. A buckler does the same.

A Heavy shield would have the problems you suggest, so don't use one.

I'd still have to drop my weapon anyway would I not? Is there any further disadvantage for dropping a weapon and shield, instead of just weapon?

Edit:
I see, I can cast spells with just one hand free. So I'll just carry a shield till I need to cast, drop it, and not pick it up again. That way I'll have +2ac until I first cast my first spell in each battle.

Or use a light shield and never drop it.

The melee weapon? I'm not sure I follow.

Sovereign Court

DominusMegadeus wrote:
Adrian Parker 563 wrote:
Deadmanwalking wrote:
Adrian Parker 563 wrote:
Also, we never really took this into consideration when we played as teens, but if I'm in melee and try to cast a spell with a somatic component I'll need to drop my weapon and shield (probably a free action), and next round have to spend a move action picking them up (which likely should incur attacks of opportunity if an enemy faces me).

Actually, no. You only need one hand and a Light Shield explicitly leaves the hand free for spell-casting. A buckler does the same.

A Heavy shield would have the problems you suggest, so don't use one.

I'd still have to drop my weapon anyway would I not? Is there any further disadvantage for dropping a weapon and shield, instead of just weapon?

Edit:
I see, I can cast spells with just one hand free. So I'll just carry a shield till I need to cast, drop it, and not pick it up again. That way I'll have +2ac until I first cast my first spell in each battle.

Or use a light shield and never drop it.

Another option is to get a weapon cord so that you can retrieve a dropped weapon as a move action. That's what my bard does. It all depends upon how much in-combat casting you think you'll do.

Sovereign Court

Adrian Parker 563 wrote:
The melee weapon? I'm not sure I follow.

You would never need to drop either. A light shield is strapped to your elbow, but it leaves your hand itself free for somatic components.


jedi8187 wrote:
Not actually necessary with a light shield or buckler: they leave your hand free.

I see a martial weapon named "shield, light", do you instead me the "Shield, light wooden" or "Shield, light steel"?

What do these look like? How tall are they? I'm all about aesthetics. Things have to look a certain way (I'm extremely picky).


Adrian Parker 563 wrote:
jedi8187 wrote:
Not actually necessary with a light shield or buckler: they leave your hand free.

I see a martial weapon named "shield, light", do you instead me the "Shield, light wooden" or "Shield, light steel"?

What do these look like? How tall are they? I'm all about aesthetics. Things have to look a certain way (I'm extremely picky).

They can look however you want.


Arachnofiend wrote:
If your GM does not believe that a light shield/buckler leaves the hand open for casting (which is 100% a real rule that really exists), then you can alternatively use a 2-handed weapon, using a free action to take off-hand off the weapon so you can cast while holding the object in one hand, then use another free action to grip it properly again (changing the status from "held" to "wielded" and all that entails).

[citation needed]

That's like saying Shields aren't weapons, even though they're clearly mentioned and listed in the Weapons table, and don't have the Non-Lethal or Improvised qualities on them, unlike other weapons that otherwise do, and can be enhanced and attack just like any other weapon.

It even says in the Light Shield description:

Light Shield wrote:
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.

You can switch your Mace into your Shield Hand, cast your spell, and then switch your Mace back into your open hand. Crisis averted.

It's been mentioned multiple times by Developers and other official Paizo members. Saying that the GM doesn't rule it that way is fine. Saying that it's the standard rule in the book is absolutely, without a doubt, false and misleading.


First of all, thanks for the link to the guide even though I've seen it before -- looks like it has actually been updated significantly at least after the Advanced Class Guide came out (meaning that the existing Cleric guides aren't all hopelessly out of date).

Second, what the guides usually mean (but sometimes forget to make clear) is not that you never want to heal in combat, but that you don't want to spend any more of your actions on it than you have to. If somebody is bleeding out or about to go down, by all means heal them; otherwise, instead do something to try to neutralize whatever threat your party is up against.

Also, you don't have to drop your weapon and your shield to cast -- as long as you have one hand free, you can cast. Depending upon your particular weapon and shield, you might not have to drop either of them, because if you can hold them in a way that doesn't actually wield them (like hold your weapon in your shield hand if it isn't one of those shields that totally encumbers your shield hand, or hold a two-handed weapon or ranged weapon in one hand), you can cast with your other hand, and it is a free action to switch your weapon between modes. In a minority of cases you might need to drop one thing to free a hand, so it is best to avoid those . . . Unless you can get yourself a prehensile tail or at least one extra arm.

Edit: Super-Ninja'd.


Cleric is a great class. It works well with most character concepts (except Rogue). They can be fearsome melee combatants, devastating casters, or superior buffers.

The whole healing in combat things is just looking at combat effectiveness. Usually PCs take damage faster than they can be healed so it makes more sense to kill or disable the enemy before they can do damage to you. That doesn't mean you don't toss a heal if someone is about to die and you just need to buy the party a bit more time to finish the monster off, but usually you have more optimal options than casting Cure spells until after combat is over.


Adrian Parker 563 wrote:
jedi8187 wrote:
Not actually necessary with a light shield or buckler: they leave your hand free.

I see a martial weapon named "shield, light", do you instead me the "Shield, light wooden" or "Shield, light steel"?

What do these look like? How tall are they? I'm all about aesthetics. Things have to look a certain way (I'm extremely picky).

These shields, at a glance, are going to be bland and generic. Wood would probably be made out of generic trees found around the area, be it pine, birch, apple, etc. Steel would be made out of a dull, gray metal.

Of course, you can have these items specially commissioned with dyes, bossing, etc. to make them shine and match your outfit. I understand that there is the "roleplay" aspect to consider, but this stuff was generally left blank so as to leave its appearance up to the imagination of the wielder.

Also consider that not all shields will look the same. Certainly, a shield worn by a City Guard won't look the same as a shield worn by a typical Highwayman. Nor may it function the same (Heavy Steel Shield of the City Guard V.S. Light Wooden Shield of the typical Highwayman).


Adrian Parker 563 wrote:
jedi8187 wrote:
Not actually necessary with a light shield or buckler: they leave your hand free.

I see a martial weapon named "shield, light", do you instead me the "Shield, light wooden" or "Shield, light steel"?

What do these look like? How tall are they? I'm all about aesthetics. Things have to look a certain way (I'm extremely picky).

A light shield is what you would think of when you look at a normal round shield strapped to the arm think Captain America's shield. A buckler is a small 8-15 inch round Shield held in the hand with a boss(a round depression where the hand is to allow for more room also useful as a punching weapon) technically but in game terms it is also strapped the arm. A heavy shield would be a kite shield or a larger round shield roughly, larger strapped to the arm on one end and held by a strap in the hand on the other. These would be 15 inches across or larger much more unwieldy.

Light shields are separated into wooden and steel, think Viking shields for traditional wooden varieties and again Captain America's for the steel variety.

The game doesn't really specify the aesthetic of the shield though so keep the classifications in mind and make up your own.


Arachnofiend wrote:
If your GM does not believe that a light shield/buckler leaves the hand open for casting (which is 100% a real rule that really exists), then you can alternatively use a 2-handed weapon, using a free action to take off-hand off the weapon so you can cast while holding the object in one hand, then use another free action to grip it properly again (changing the status from "held" to "wielded" and all that entails).

I will be the GM. For some time I'll only be playing with my children anyway.

Where do I find the rule that says which shields I can hold and cast at the same time?


Charon's Little Helper wrote:
Adrian Parker 563 wrote:
The melee weapon? I'm not sure I follow.
You would never need to drop either. A light shield is strapped to your elbow, but it leaves your hand itself free for somatic components.

Where would I find this rule?

Any idea what a light shield looks like visually? Exactly how small is a light shield?


Adrian Parker 563 wrote:
Charon's Little Helper wrote:
Adrian Parker 563 wrote:
The melee weapon? I'm not sure I follow.
You would never need to drop either. A light shield is strapped to your elbow, but it leaves your hand itself free for somatic components.

Where would I find this rule?

Any idea what a light shield looks like visually? Exactly how small is a light shield?

Page 151 of the Core Rulebook has the Light Shield entry. I also quoted it above. Here it is again for convenience:

Light Shield, Wooden or Steel wrote:
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.

Page 152 of the Core Rulebook has a visual example of a Steel Shield, a Buckler, and a Tower Shield (all not to scale, of course). These will vary, as they are just general examples, but it does help paint a picture.


Darksol the Painbringer wrote:

Page 151 of the Core Rulebook has the Light Shield entry. I also quoted it above. Here it is again for convenience:

Light Shield, Wooden or Steel wrote:
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.
Page 152 of the Core Rulebook has a visual example of a Steel Shield, a Buckler, and a Tower Shield (all not to scale, of course). These will vary, as they are just general examples, but it does help paint a picture.

Someone mentioned being able to carry and light shield in one hand, a weapon in the other, and still cast. What rule supports this?

If instead I shift my weapon to my light shield hand, would that use up a movement action? It doesn't seem that much easier than drawing a weapon which does take a move action.


Darksol the Painbringer wrote:

Page 151 of the Core Rulebook has the Light Shield entry. I also quoted it above. Here it is again for convenience:

Light Shield, Wooden or Steel wrote:
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.
Page 152 of the Core Rulebook has a visual example of a Steel Shield, a Buckler, and a Tower Shield (all not to scale, of course). These will vary, as they are just general examples, but it does help paint a picture.

Someone mentioned being able to carry and light shield in one hand, a weapon in the other, and still cast. What rule supports this?

If instead I shift my weapon to my light shield hand, would that use up a move action? It doesn't seem that much easier than drawing a weapon, and drawing a weapon does take a move action.


It's a free action. There's some example somewhere where you can grasp a weapon with two hands as a free action, then unwraps it, also as a free action. GMs will probably limit you to 1/round for being able to grasp+regrasp, but that's enough to cast a spell.


Adrian Parker 563 wrote:
Darksol the Painbringer wrote:

Page 151 of the Core Rulebook has the Light Shield entry. I also quoted it above. Here it is again for convenience:

Light Shield, Wooden or Steel wrote:
You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it.
Page 152 of the Core Rulebook has a visual example of a Steel Shield, a Buckler, and a Tower Shield (all not to scale, of course). These will vary, as they are just general examples, but it does help paint a picture.

Someone mentioned being able to carry and light shield in one hand, a weapon in the other, and still cast. What rule supports this?

If instead I shift my weapon to my light shield hand, would that use up a movement action? It doesn't seem that much easier than drawing a weapon which does take a move action.

It's a free action to switch your grip on a weapon.

Relevant FAQ

The developers on this forum have also said the same can be done with a one-handed weapon and a light shield.


Blymurkla wrote:
It is stated here that you can carry things while still using a shield. It is clarified here (second question for Paladin/Cleric) that this indeed means you can use your shield hand for a somatic component of a spell.

Is d20pfsrd.com an official Pathfinder website?


This is why me and RPGs don't always get along.

I can use a light shield and a weapon, and when I cast as a cleric move the weapon to my shield hand.

However, my obsession with aesthetics is so extreme that I'll almost certainly use a heavy shield, because I prefer the look, and incur the inconvenience of having to drop the shield or weapon in order to cast.

Most other players would use the light shield for the more favorable game mechanics.


Adrian Parker 563 wrote:
Blymurkla wrote:
It is stated here that you can carry things while still using a shield. It is clarified here (second question for Paladin/Cleric) that this indeed means you can use your shield hand for a somatic component of a spell.
Is d20pfsrd.com an official Pathfinder website?

No. Pathfinder, published by Paizo, is released under what's called Open Gaming Licence. That means, among other things, that everyone is free to reproduce and make public all the rules (but not the setting) of the game.

d20pfsrd is the best rules resource out there, in many ways better than Paizos alternative.

It is, and I stress this, the official rules. The FAQ I linked mentioned a source - James Jacobs, the Creative Director for Pathfinder. It's not some nobody in a shed making things up.


Blymurkla wrote:
It is, and I stress this, the official rules. The FAQ I linked mentioned a source - James Jacobs, the Creative Director for Pathfinder. It's not some nobody in a shed making things up.

OGL, did this come from Wizards originally?

So d20pfsrd.com rulings are considered official when playing in Pathfinder sanctioned tournaments (if there are any) and Pathfinder Society games?


Adrian Parker 563 wrote:

However, my obsession with aesthetics is so extreme that I'll almost certainly use a heavy shield, because I prefer the look, and incur the inconvenience of having to drop the shield or weapon in order to cast.

Most other players would use the light shield for the more favorable game mechanics.

Most of the shields you could imagine could be considered "light" shields. But if you really want to use a heavy shield then take the Quick Draw feat - you can sheathe your weapon as a move action, cast a spell as a standard action, and then draw your weapon again as a free action. Hopefully you can take a step back before sheathing so you don't get attacked for it.

Adrian Parker 563 wrote:
So d20pfsrd.com rulings are considered official when playing in Pathfinder sanctioned tournaments (if there are any) and Pathfinder Society games?

Those things posted on PFSRD are official rulings, they're just re-posted on the PFSRD website.


Adrian Parker 563 wrote:
Blymurkla wrote:
It is, and I stress this, the official rules. The FAQ I linked mentioned a source - James Jacobs, the Creative Director for Pathfinder. It's not some nobody in a shed making things up.

OGL, did this come from Wizards originally?

So d20pfsrd.com rulings are considered official when playing in Pathfinder sanctioned tournaments (if there are any) and Pathfinder Society games?

How do you think PF came to be in the first place?

No, that being said the site does not really make rulings, it just has rules from the books in a manner that has a good layout. (I think only thing I have noticed is changing stat blocks of monsters/npcs when they have a clear mistake in them and in such a case it is mentioned that a correction was made. For example damage of an attack was miscalculated.)

People just link to that site because it is arguably the most convinient way to quote rules. Think of it like linking to wikipedia article, not something you would want to do in a serious publication but is more than reliable enough to work for a discussion.


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Bigger Club wrote:
How do you think PF came to be in the first place?

I assumed somebody wanted to make a gaming company so they did.

You know, like most companies start :)


BadBird wrote:
Most of the shields you could imagine could be considered "light" shields. But if you really want to use a heavy shield then take the Quick Draw feat - you can sheathe your weapon as a move action, cast a spell as a standard action, and then draw your weapon again as a free action. Hopefully you can take a step back before sheathing so you don't get attacked for it.

Is it worth spending a feat to do this? I'm not going to break my build am I?


Vaellen wrote:

Cleric is a great class. It works well with most character concepts (except Rogue). They can be fearsome melee combatants, devastating casters, or superior buffers.

The whole healing in combat things is just looking at combat effectiveness. Usually PCs take damage faster than they can be healed so it makes more sense to kill or disable the enemy before they can do damage to you. That doesn't mean you don't toss a heal if someone is about to die and you just need to buy the party a bit more time to finish the monster off, but usually you have more optimal options than casting Cure spells until after combat is over.

In the least amount of words this is the most accurate way to put it.

The reason I did not nor still don't consider clerics good healers is because you do it so easily anyway it's not worth getting into big investment over it.

Functionally speaking with the stats you provided the difference between a cleric with the Good Domain and the Cleric with the Healing domain is that the healing cleric would have slightly better cure spells whereas the good cleric would have some interesting offensive spells, a solid single target non-spell buff, and a means to buff their weapon for some extra damage on a build not traditionally known for high strength anyway.

You'd have the same amoutn of spells, channle,s and everything else but the Good domain grants extra utility and stronger support options.

As for Sword+shield, if aesthetics are an issue you can always grab a longspear and simply let go with one hand to cast a spell.

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