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28

Channeling negative energy isn't an Evil action by default the way some other powers are. Negative energy is the power of death, entropy, &c. In D&D3 and Pathfinder, it's often associated with baddies like evil clerics or the undead, but it isn't automatically straight-up capital-E Evil. For example, check the Harm spell, which is, like, the purest ...


27

According to a regular in Gygax and Arneson's early Blackmoor and Greyhawk games, the cleric was largely draw from the priests in 70s vampire movies, with the prohibition against edged weapons inspired by legends and fantasy fiction: Ahem. I was there. In CHAINMAIL there were wizards that functioned as artillery. Then there was Dave Arneson's ...


25

There is no such rule in the setting-independent supplements that I know. But setting-specific supplements are another story. Forgotten Realms Campaign Setting, p233 or something: Changing Deities It is possible for a cleric, druid, paladin, or spellcasting ranger (or any other divine spellcaster) to abandon his chosen deity and take up the ...


25

You might want to give a look at this article and its explanation, especially the part relative to tier 1 classes. Should the links ever go down, it's the famous tier system for 3.5 classes, with the explanation of why each class is in its tier and a detailed explanation of tier 1, where the cleric belongs. Tier 1: Capable of doing absolutely ...


23

You can use (almost) all of your powers when disarmed and without implements. ImplementDDI and WeaponDDI powers don't prevent you from using them if you lack the appropriate tool: they simply allow you to get a bonus when you have the appropriate tool. When using an Implement (keyword) power you make an unmodified ability check (usually Wisdom-based for ...


20

Player's Handbook II (3.5) / Divine Conversion / p193 This is a sidebar at the bottom of the referenced page, which is part of a section on rules for retraining. If you don't have the book, here is the direct quote: DIVINE CONVERSION As noted in the Player’s Handbook, a cleric who grossly violates the code of conduct imposed by his deity loses ...


20

The D&D Cleric, apart from its Blackmoor origins as a vampire hunter (as noted here), is a mish-mash that has grown into a trope of its own. The D&D cleric as a trope, encompasses: undead hunter healer second rate combattant priest of a pantheon (or faction within a pantheon) non-direct-damage spellcaster no edged weapons The Cleric was one of ...


18

Adjusting to the situation is important. Many good ideas have been mentioned already; here's some suggestions on when to use them: Fall! or Trip! Golden in precarious terrain or situations. I once had particular success with "Fall" against a charging guard captain... as he was mounted on a warhorse at the time. Leading the charge. Also, instant death ...


18

There's an interesting item in the Wikipedia article Sources and influences on the development of Dungeons & Dragons about Clerics. Quoting from an old Dragon Magazine article it states: The cleric is largely inspired by folklore of the medieval cleric of Templar.[13] Like the Templars described in White's The Once and Future King, clerics in ...


18

There are quite a few reasons that Clerics are great. Let's look at some of their class abilities and what they do for you. Spellcasting Clerics are full spellcasters, with access to a very large spell list. While not quite as expansive as the Wizard list, spells for every situation going up to extremely powerful stuff are on here. Full spellcasting is the ...


18

Yes, by making a caster level check and meeting some requirements The relevant rules are all in the Magic Items - Scrolls section of the DMG. Here's a copy from the SRD. There are two steps: Decipher the Writing The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read ...


14

Quicken Spell is handy but yes, the four spell level bump is a big bite. There is Sudden Quicken from Complete Arcane, which has prereqs out the yinyang but you can quicken one spell a day for free. Delay Spell can get this effect if you have preplanning rounds by casting delayed spells, though it is almost as expensive in spell levels (three) as Quicken ...


14

The canonical "true/current" version of everything is found in the compendium, here (subscription required to use as more than an index). There are, at present, three current "Cleric" classes you can play. I define a cleric class as anything that counts as a cleric for purposes of feats, beyond that of multi-class. There is the "original" Templar Cleric. ...


13

I don't think it really gets any better than "Autodefenestrate!" A cruel DM will make the NPC perform a language check to know what the hell you're trying to tell it to do, unfortunately. But you can argue that in the event of a failed check, the NPC should be forced to perform its best guess as to your meaning; hilarity may be expected to ensue. Does ...


13

The primary reasoning for this is because of Gygax's study of anthropology. Priests during the dark ages often favored staves and other blunt objects that could be used more for policing and self defense against other weapons than actual harm. Thus if used properly they would not cause bleeding (directly) but maybe severe bruising or a broken bone. EDIT ...


13

Setting aside the tier system as it is well articulated in other answers, I'll draw from my personal experiences. To summarize: Some classes reward system mastery more than others. For the expert player, certain patterns in the rules make anything possible. Spellcasting is one of these patterns. When I've played, both when I've started playing and up to ...


13

Only with a Lot of Planning The description of the vampire reads, "Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed." Emphasis mine. I'll admit 12 gallons per person per round is a lot, but immersing--that is, submerging or ...


12

No, Player's Handbook pg 225 An attack that does not deal damage still does not deal damage on a critical hit. This is also part of the DDI definition of Critical Hit.


12

Feats are based on character level, not class level All characters gain a feat at first level, then another every two levels thereafter. This is based on your character level - that is, the sum total of all of your class levels. Your feat breakdown should look like this - Human Cleric 1 (ECL 1) - 2 feats at first level (2 feats total) Human Cleric 2 (ECL ...


11

Quicken Spell Rod - It's expensive, but it will give you what you want 3x per day: http://www.dandwiki.com/wiki/SRD:Metamagic_Rod So that will help you get your spells off. Alternatively if you have something you cast every combat you might consider getting it enchanted into a continuous magic item (which is also expensive), but then you don't have to cast ...


11

Yes as it states all creatures of one type are effected. To target selectively a cleric should select the Selective Channeling feat which allows them to exclude targets up to their charisma modifier from the effect. Clerics can also modify who they target using the Alignment channel feat to target outsiders instead.


11

Yes. Turn/Rebuke Undead states: Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack. You turn the closest turnable undead first, and you can’t turn undead that are more than 60 ...


11

It's on your personal spell list, so yeah Any spell your class has access to, or that you can cast natively, you can use a wand of (except in specific cases that call out the lack of availability, such as specialist wizard). Of course, you can always make a Use Magic Device check to try and use the wand even if you can't use it normally. EDIT: From the ...


11

20th-level cleric spellcasting is optimal You may not want 20 levels of the cleric base class. You absolutely want to cast as a 20th-level cleric does, however. That means no other base classes, and only prestige classes that offer “+1 level of existing (divine) spellcasting class” at every level that you take. Aside from spellcasting, cleric level only ...


10

KISS (keep it simple stupid!) is the best advice, while some Command words are funny and can lead to interesting reactions, old standbys like "Sleep", "Die", "Fall" or "Surrender" are the best, as they are unambiguous and lead to predictable results. I would add "Undress" which can help out against almost any character class (a mage might drop his cloak or ...


10

I'm sure there will be good answers for how to houserule this spell and bring it under control, so I'm going to go on an extreme tangent and suggest something else entirely: The cleric clearly wants to be a rockin', evil-burninating machine. Awesome! Roll with that. Bring out more, nastier evil outsiders and help make that cleric player feel awesome. As the ...


10

From the Core Rulebook under the Cleric class in Chapter 3: Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. By daily allotment this refers to all their spells. From the Core Rulebook under Divine spells in Chapter 9: When preparing spells for the day, a cleric ...


10

From the Player's Handbook, pg33: A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must ...


10

I don't think there is a rule that describes exactly how this works, so the following is interpretation. Well, in order to Turn Undead you need to "brandish your holy symbol". The way I've always explained it when it came up is that Undeath itself is an abberation: it's magic reanimating that which should be dead. There's no natural life there, just an evil ...


9

If you haven't taken the Toughness feat, I recommend it -- at the beginning of each tier, it's 10% of your total hit points, which is not bad. Also think about Durable if your problem is running out of surges. Battle Healer is also quite good, since it gives you a bit of healing every time you heal someone else. Dwarf Battle Priest would do the same thing, ...



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