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5 years ago ::
Jul 12, 2008 - 1:52AM
#1
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Date Joined:
Jul 11, 2008
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Table of ContentsThe Key
- Red means this is a very bad choice. Unless you have a very good reason, don't take this.
- Green is the neutral colour. While not the best you could pick, it might be nice to have.
- Blue features are solid and you should always feel good about choosing them.
- Sky Blue is the colour of my personal favorite choice - the one I'd pick given the option.
The Cleric Class
Clerics are Divine Leaders. They bolster their allies and smite their enemies with powers granted to them by their Deity or beliefs. Unlike the Warlord, who provide offensive bonuses on the frontline, Clerics are more inclined to grant their allies improved defences and survivability.
Masters of healing, a capable Cleric will dramatically improve a Party's daily endurance. And what's more, Clerics seem to dabble in the Controller role as well - gaining several potent AoE and control powers. A Party gifted with a competent Cleric will find they have a strong ally by their side and many a battle will be decided in their favour because of their holy skills.
Class Features
Healing Word Useable twice (eventually thrice) per encounter, Healing Word allows you or an ally to spend a Healing Surge as a minor action. With bonuses. Big bonuses when you take Healer's Lore into account. Yes, you will use this power a lot and yes it is very nice to have.
Channel Divinity Identical to the Paladin's class feature, the Channel Divinity ability can be used once per encounter and its effect depends on its sub-powers (that is, you have a collection of powers and you can choose one to use in an encounter - but can't use the others after doing this).
- Divine Fortune: A small, untyped +1 bonus to either your next attack roll or saving throw until the end of your turn. Nothing to write home about but if you really need it, it's better than nothing.
- Turn Undead: Deals substantial radiant damage and both pushes and immobilises undead in its area of effect. A very useful power when fighting the aforementioned dead things but useless otherwise.
Healer's LoreAdd your wisdom mod to all powers with the healing keyword. For both Laser Clerics and Balanced Clerics this is a very substantial boost to your healing abilities - and even Melee Clerics may get some use out of it. Ritual CastingYou get the Ritual Caster feat as a bonus - and you get Gentle Repose and another 1st level ritual as a bonus. Useful because you don't have to spend a feat to get access to those classic Cleric abilities like Curse Disease and Raise Dead. Handy Links
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5 years ago ::
Jul 12, 2008 - 1:53AM
#2
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Date Joined:
Jul 11, 2008
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Build ChoicesA Cleric’s attack powers are generally split into two categories: those that use Strength as their attack stat (primarily melee powers) and those that use Wisdom to hit (usually ranged powers). This divide presents three general build choices that you can choose to focus on, and which one you pick will greatly influence which attributes you’ll favour, which races are optimal and what equipment you should bring along – to say nothing of the massive effect it has on your power choices! The Laser ClericFocusing on Wisdom, the Laser Cleric uses many ranged powers to sit back from the frontlines out of harm’s way. While they can’t qualify for armour feats as easily, they arguably have less of a need for them than their Melee brethren by virtue of not being next to the three meter tall beast with claws and fangs the size of bananas. Wisdom is also useful for several potent skills – including the coveted Perception skill.
- Primary Stat: Wisdom!
- Secondary Stats: I recomend balanced secondary stats for feat pre-reqs (notably armour feats) and some Charisma for your powers.
- Functions best when your party has a few Melee Characters in it to provide cover for your Laser Cleric. A sticky fighter and a rogue who likes to get up close is prime Laser Cleric territory.
The Melee Cleric Interested in strength and unconcerned with Wisdom, Melee Clerics have mix it up on the front line. They have the advantage of more easily qualifying for armour feats (the strength requirements are easily met) and are much closer to the party’s Defenders (who can cover you more easily).
- Primary Stat: Strength!
- Secondary Stats: Charisma to boost powers, Con or Dex for feat pre-reqs
- Better when your party has less Melee combatants in it. If your Defender is a Paladin and your Striker is an Archer Ranger then Melee Clerics are more viable than their Laser compatriots.
The Balanced ClericWhile harder to do that specialising on Strength or Wisdom to the exclusion of the other, a Balanced Cleric is still viable in part due to their radically different attributes. There is no overlap between Strength and Wisdom though your secondary stats will likely suffer. The primary advantage of the Balance Cleric is the ability to cherry pick from your power list – choosing the best choice per level without restriction. You’d do well to pick up a Disrupting weapon as soon as possible.
- Primary Stats: Strength and Wisdom!
- Secondary Stat: You won't have much for them so look at your feat pre-reqs and decide how much Charisma is worth to you.
Minor ChoicesThe Radar ClericEither a Balanced Cleric or a Laser Cleric, Radar Clerics take advantage of their high wisdom to fuel the Perception skill. By spending feats on Skill Training and Skill Focus (and with bonuses for being an Elf) it's very easy for a Cleric to become the Party's most reliable way to detect potential threats. The Archer ClericNaturally an Elf for the automatic proficency, and probably a Laser Cleric to synergise with the ranged nature of your bow. I suspect true Archer Clerics in the 3.5 sense are dead and will, hopefully, never return - I don't place much faith in them being a viable build for 4E. If someone can prove otherwise though, then this space will definitely change!
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5 years ago ::
Jul 12, 2008 - 1:53AM
#3
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Date Joined:
Jul 11, 2008
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AttributesWhat attributes you'll want will be heavily influenced by your build choice and, after that, what feats you want to work for. In many cases some stats will be important up to a certain point - and then you simply won't need a higher number in that attribute. Also, please note that these are general statements about a Cleric's stats. Specific builds will definitely call for different attributes - especially if you start to multiclass. Attributes are rated from highest to lowest - aim for the top ones before you aim for those further down. Melee Cleric
- Str: Your primary attack stat. Make this high and always raise it.
- Con/Dex: Depending on what weapon/armour feats you want, these will need to be at a certain level. And Con never hurt anyone.
- Wis: Useful for improving your Healer's Lore and various skills. A better choice than Charisma.
- Cha: is useful for improving certain powers (mostly healing) but Wis is generally better. This is higher than Con if you're going for some Reach Weapon builds as you'll need the Wis for Polearm Gambit.
- Int: Your dump stat.
Laser Cleric
- Wis: Your primary attack stat. Make this high and always raise it.
- Str/Dex: Depending on what weapon/armour feats you want, these will need to be at a certain level. Strength especially to qualify for better amour.
- Cha/Con: Cha is useful for improving certain powers and Con never hurt anyone.
- Int: Your dump stat.
Balanced Cleric
- Str/Wis: Your primary attack stats. Raise both and never look back.
- Con/Dex: Feat qualifiers
- Cha: I suggest not trying to get this too high and instead focusing your stat points elsewhere.
- Int: Your dump stat.
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5 years ago ::
Jul 12, 2008 - 1:54AM
#4
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Date Joined:
Jul 11, 2008
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RacesRaces will be split up by build choice since the best race for one build choice is very rarely as good for another build choice. Also, you'll find each Race's Racial Feats rated here underneath their section. "Melee Clerics"
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Melee Clerics
- Warforged: Welcome to my personal favorite Melee Cleric race. Bonuses to Str and Con are nice as is the extra Will Defence. Living Construct traits mean you're less likely to die, but what we're really after is their Racial Power (grants lots of Temporary HP) and their Racial Feats.
"Warforged Feats"
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- Immutability: Helps you end nasty Save effects. Getting stunned with a save: ends or grappled by a Mindflayer may be the end of you. This helps prevent that big time.
- Improved Warforged Resolve: Good because it works every encounter to give you another 5 HP. Stictly better than toughness. Use with Demigod for fun.
- Warforged Tactics: You can't argue with a bonus to hit. This essentially makes combat advantage a nice +3.
- Improved Immutability: Much like Immutability above, this feat could really save you. Unfortunately, it's Daily and replaces a 12th level Utility power or up from your list. It's a good feat but choose it with due consideration.
- Component Modification: Not as good as Improved Warforged Resolve for the most part, but more Temp HP is never bad.
- Warforged Fortification: Nice but ultimately there are better feats out there. Negating a critical hit can save a lot of damage though - but the real kick in the teeth is it replaces a level 22nd or higher Utility power.
- Dragonborn: Bonuses to your main stat and a plus to one of your tertiary stats. Dragonborn also get extra healing surge value and a nice breath weapon to help against the minions. They're a solid choice.
"Dragonborn Feats"
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Dragonborn Feats
- Dragonborn Frenzy: More damage is never a bad thing but the fact that you have to be bloodied makes it less valuable...
- Dragonborn Senses: Always nice though low light vision may not be very useful for you. It depends on your campaign.
- Enlarged Dragon Breath: Better if you're lacking a controller, but generally you won't need your Dragon Breath this large.
- Empowered Dragon Breath: Your breath is not a damage dealer - it is a minion sweeper. Never take this.
- Human: As good a choice for Melee Clerics as for most races. Humans do suffer in that there are only two Cleric At-Wills which require strength right now but their extra perks are useful enough to make up for this.
"Human Feats"
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- Human Perseverance: Clerics are the sort of people who help others when they need to save against an effect. Because of this Clerics never, ever want to be under one themselves. Very useful feat.
- Action Surge: Very useful for making your attacks hit. Limited by your Action Points but that's only a small problem.
- Action Recovery: Not as good as the above two feats, but if you have a feat spare then by all means take this.
- Shifter, Longtooth: A bonus to Strength and Wisdom may scream "Balanced Cleric" they also make good Melee Clerics. We can also expect to see a lot of support for Shifters when Eberron comes out.
- Dwarf: Lacking a bonus to the Melee Cleric's primary attack stat, Dwarves are only a green choice. However, they have good racial proficiencies and are very survivable so they make a decent choice. Focus on your Con and work your way up to Plate and Plate Specialisation - eventually reaching Hammer Rhythm.
Dwarven Feats
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- Dodge Giants: +1 AC and Reflex against large opponents? Yes please.
- Dwarven Weapon Training: Take this instead of Weapon Focus and then retrain it sometime in Paragon Tier for Weapon Focus.
- Dwarven Durability: I like this feat because it makes you very survivable - especially since you'll be focusing on your Con.
- Minotaur: They get pluses to Str and Con, use big weapons and can smack things hard. Unfortunately, they lack useful feats at the moment so there are better choices but hey - if you want to play a Holy Minotaur then all the power too you. I think it'd be quite cool.
- Orc: Like the Minotaur above, Orcs make decent Melee Clerics. I prefer the Dwarf over them but if you want to make a mean, green holy man then I'm not going to stop you.
- Elf: Compared to some of the other choices for a Melee Cleric the elf just falls short. Almost everything about them is more suited to your typical Laser Cleric. Still, they do have extra mobility and a useful re-roll, but I don't think it's enough to chose them over some of the other races.
"Elvish Feats"
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- Elven Precision: Useful when you absolutely must hit with your Daily power. Worth the feat.
- Light Step: Increasing your travel speed is nothing to scoff at in some campaigns. Light Step is more useful for the Elven Ranger in your Party but you could do worse than taking this.
- Running Shot: Useless for Melee Clerics.
- Githzerai: Make bad Melee Clerics for all the same reasons an Elf does but without any of the redeeming features. They do get a small boost to initative though.
- Shifter, Razorclaw: If you want to play a Shifter, play a Longtooth. Razorclaw's aren't bad by any means, but they're Red because they're easily outclassed by their bretheren shifters. They make much better Laser Clerics.
"Laser Clerics"
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Laser Clerics
- Elf: Bonus to Wisdom is great, re-roll is great, dex helps you qualify for feats and to top it all off you’re fast and mobile so you can play keep away from the nasty monsters. Extra perception for your Divine Radar never hurt either.
"Elvish Feats"
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- Elven Precision: Useful when you absolutely must hit with your Daily power. Worth the feat.
- Light Step: Increasing your travel speed is nothing to scoff at in some campaigns. Light Step is more useful for the Elven Ranger in your Party but you could do worse than taking this.
- Running Shot: Potentially very good for hit and run tactics. I don’t think Clerics have quite the range for it but this may be better than I’m giving it credit for.
- Dwarf: With bonuses to your main attack stat and an extra +2 in Con, Dwarves make very good Laser Clerics - having access to Racial Feats that make you very survivable. While not my favorite, they're definitely a top tier choice and I'd recomend them in a heartbeat.
Dwarven Feats
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- Dodge Giants: +1 AC and Reflex against large opponents? Yes please.
- Dwarven Durability: I like this feat because it makes you very survivable - especially since you'll be focusing on your Con.
- Dwarven Weapon Training: You don’t hit things with hammers you char grill them with holy fire.
- Human: As good a choice for Laser Clerics as for most races. Humans do suffer in that there are only two Cleric At-Wills which require Wisdom right now but their extra perks are useful enough to make up for this.
"Human Feats"
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- Human Perseverance: Clerics are the sort of people who help others when they need to save against an effect. Because of this Clerics never, ever want to be under one themselves. Very useful feat.
- Action Surge: Very useful for making your attacks hit. Limited by your Action Points but that's only a small problem.
- Action Recovery: Not as good as the above two feats, but if you have a feat spare then by all means take this.
- Shifter, Razorclaw: Much better as Laser Clerics than Melee Clerics, Razorclaws edge out their Longtooth counterparts when you’re going for the range. Hopefully their support in Eberron will be solid.
- Githzerai: The same stats as elves and a bonus to initiative but without any of the other perks. A decent choice but you could do better.
- Shifter, Longtooth: A bonus to Strength and Wisdom may scream "Balanced Cleric" they also make good Laser Clerics. We can also expect to see a lot of support for Shifters when Eberron comes out.
- Warforged: While you could do much better than Warforged for a Laser Cleric, they still have all those tasty Temporary HP and nice Racial Feats. You suffer from bad stat mods though.
"Warforged Feats"
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- Immutability: Helps you end nasty Save effects. Getting stunned with a save: ends or grappled by a Mindflayer may be the end of you. This helps prevent that big time.
- Improved Warforged Resolve: Good because it works every encounter to give you another 5 HP. Stictly better than toughness. Use with Demigod for fun.
- Improved Immutability: Much like Immutability above, this feat could really save you. Unfortunately, it's Daily and replaces a 12th level Utility power or up from your list. It's a good feat but choose it with due consideration.
- Component Modification: Not as good as Improved Warforged Resolve for the most part, but more Temp HP is never bad.
- Warforged Fortification: Nice but ultimately there are better feats out there. Negating a critical hit can save a lot of damage though - but the real kick in the teeth is it replaces a level 22nd or higher Utility power.
- Warforged Tactics: While more to-hit is never a bad thing you have to be in melee for Warforged Tactics to work...where you don't want to be.
- Dragonborn: While they’re fairly durable given some Con, Dragonborn lack the stats for a Laser Cleric and their Dragon Breath is useless without a good Strength score.
"Dragonborn Feats"
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Dragonborn Feats
- Dragonborn Frenzy: More damage is never a bad thing but the fact that you have to be bloodied makes it less valuable...
- Dragonborn Senses: Always nice though low light vision may not be very useful for you. It depends on your campaign.
- Enlarged Dragon Breath: Your Dragon Breath isn’t good for you and you’ll probably be out of range to use it.
- Empowered Dragon Breath: Your breath is not a damage dealer - it is a minion sweeper. Never take this.
- Minotaur: If you want to play a Minotaur Cleric, make it a Melee Cleric. Laser Minotaurs just aren’t good.
- Orc: Slightly better than Minotaurs…but just not enough. Avoid this race if you’re going Laser.
"Balanced Clerics"
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Balanced Clerics
Balanced Clerics are very similar in a lot of ways to their Melee and Laser counterparts. For the most part, if you're making a Balanced Cleric you should pick the choices that are good for Melee and Laser Clerics. Dwarfs would make good Balanced Clerics because they scored decently well as both a Melee and Laser Cleric for example. The one race that currently needs mentioning is:
- Shifter, Longtooth: A bonus to Strength and Wisdom does indeed scream "Balanced Cleric". With attribute boosts to both attack stats, Longtooth Shifters are definitely on top here. Lets hope that Eberron gives them lots of racial goodies when it comes out.
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5 years ago ::
Jul 12, 2008 - 1:55AM
#5
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Date Joined:
Jul 11, 2008
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FeatsOnly Feats that are useful in general for Clerics have been included and rated. More niche feats will depend on your specific build. "Heroic Feats"
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Heroic Feats
- Armour Proficiency (Scale): Better than Chain in every way. Definitely worth getting if you're using heavy armour and have the stats.
- Astral Fire: Take this if you're a Laser Cleric. It will had a substantial amount of damage over the course of a combat.
- Improved Initiative: Going first is still good. Take this feat, love it and never trade it out.
- Shield Proficiency (Light): Most Clerics should be able to pick up a Light Shield and +1 to AC and Reflex is nothing to scoff at.
- Weapon Focus: Much like Astral Fire, this feat will dramatically improve your damage output with little, if any, loss. Take it for your weapon and keep it always.
- Armour Proficiency (Plate): While arguably worse than Scale, Plate does provide more AC. If you're maximizing your defences then take this.
- Durable: More Healing Surges is never a bad thing. Toughness is probably one to pick up first but Durable is nice regardless.
- Power Attack: If you want to spend a Feat on a good two-handed weapon and absolutely must maximize your damage output accept no substitute. I prefer other feats but your milage may vary.
- Shield Proficiency (Heavy): Take this before you take Plate Proficiency as it's better in every way. Very good if you're maxing your defences.
- Toughness: Gives you more HP and improves your surge value. Toughness is good if you're getting smacked a lot.
- Defensive Mobility: In general, if you're provoking opportunity attacks you're doing it wrong but with mobility being very big in 4E this may come into play more than I'm giving it credit for.
"Paragon Feats"
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Paragon Feats
- Armour Specialisation (Scale): Removing the speed penalty and improving the AC of scale armour is very good. It's either this or Shield Specialisation in my opinion.
- Defensive Advantage: For Melee Clerics you can expect to be granting Combat Advantage a lot. For them, this is useful. Laser Clerics should avoid it.
- Great Fortitude: Spending feats to improve your defences is always good. Fort may be one of your better ones though so boost your weaker defences first.
- Iron Will: Like Great Fortitude, improving your defences with feats is good. Will is, again, probably one of your stronger defences though.
- Lightning Reflexes: As Reflex is likely to be your weakest defence, you should look to taking this feat before the other two defensive ones.
- Hammer Rhythm: If you're a Melee Dwarf or otherwise have the Con to take this and a good hammer don't pass it up.
- Shield Specialisation: Extra AC and Reflex. A very good feat and it's either this or Scale Specialisation in my book. That said, if you plan to take Lightning Reflexes avoid this because they both grant feat bonuses to that defence.
- Armour Specialisation (Plate): You should only take this over Shield Specialisation if you've completely dumped dexterity. If that's the case and you're wearing plate, take this.
- Combat Anticipation: Potentially useful if you're getting constantly harried by ranged fire and explosions.
- Danger Sense: Improved Initiative is better for Clerics and most probably won't need to boost their initiative enough to get both feats. Still, you can't argue with going first more often.
- Evasion: If for some reason your main enemies are a battalion of battle wizards, this is a useful feat. Very dependant on how many attacks that affect you on a miss get thrown your way.
- Mettle: Easier to qualify for than Evasion but otherwise filling the same sort of role.
- Fleet-Footed: Faster is better so more speed is definitely good. And hey, if you're an elf you can run as fast as a warhorse and that's pretty damn fast.
- Uncanny Dodge: For Melee Clerics, you can also expect to be surrounded a lot. This might very well act as a +2 to all your defences a lot of the time.
- Armour Specialisation (Chainmail): This is bad because chain is bad. But if you haven't gotten any other type of armour then by all means, take this.
- Armour Specialisation (Hide): Most Clerics won't have the Dex or Int to properly use light armour so most are better off with Chain. If you are Dex heavy though then consider this feat.
"Epic Feats"
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Epic Feats
- Weapon Masteries: You pick the Weapon Mastery you meet the pre-reqs for based on the weapon you're using. If you're a Dwarf, you're probably aiming for Bludgeon Mastery, etc. Good feats that add a nice ammount of extra damage.
- Epic Rsurgence: More encounter powers is more power. Even if you're a Demigod, take this and then train it out. It's very useful to have.
- Font of Radiance: Essentially, this feat adds a souped up version of High Crit to all your radiant attacks. Worth the feat - and that goes double for Radiant Servants.
- Blind-Fight: Only really useful if you're a Melee Cleric and even then only if you fight invisible foes a lot. If you need it, you know you need it.
"Divine Feats"
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Divine Feats
- Melora's Tide:An excellent Divine Feat. Melora’s Tide is a sure way to bring Bloodied characters back to half health without the use of a healing surge. With a short rest between combats you can dramatically improve your daily endurance.
- Corellon's Grace: Useful for positioning yourself and it’s likely that at least one ally will spend an action point at some time in the combat. The only problem is a move action needs to be useful when spending an action point is useful.
- Moradin's Resolve: An untyped +2 bonus to attack rolls against large or larger creatures. Definitely useful.
- Pelor's Radiance: With a smaller burst than the basic Turn Undead, Pelor’s Radiance is a very powerful upgrade. While it doesn’t push its targets, this feat does more damage and inflicts the powerful Stun condition on everyone it hits. If you worship Pelor and fight undead then there’s no reason not to take this.
- Armour of Bahamut: Turns an enemy’s critical into a normal hit. While situational, it’s the sort of situation you can expect to see often and can potentially save you or an ally from a lot of damage. Unfortunately, it’s only once per encounter and while it “can” save a lot of damage it won’t always.
- Harmony of Erathis: A minor action to give an ally +2 power bonus to their first attack roll until the end of your next turn. This is a nice ability and one that will come into play when you need it.
- Kord's Favour: With a reasonable number of people in the party, Critical Hits will happen and when they do it’s nice to be able to let allies spend a Healing Surge because someone hit the bad guys extra hard. Note, while this isn’t as good as your Healing Word ability it still benefits from your Healer’s Lore class feature.
- Raven Queen's Blessing: Grants more healing to your party whenever you slay a foe. Like Kord’s Favour this isn’t as good as your Healing Word ability but it still benefits from your Healer’s Lore class feature. There are definitely worse feats you could take than this so by all means do if you want it.
- Avandra's Rescue: This works like castling the King and the Rook in Chess and, like castling, it’s incredibly situational. This doesn’t look too useful to me.
- Ioun's Poise: +5 to one of the Party’s Will Defence until the end of your next turn is situational at best. Probably one to avoid.
- Sehanine's Reversal: Incredibly situational but very swingy, Sehanine’s reversal sends a status effect back to your enemy if you save on it with a 20. This won’t happen very often and it won’t necessarily happen on useful status effects. Still it’s cool – this feat wins my booby prize.
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5 years ago ::
Jul 12, 2008 - 1:56AM
#6
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Date Joined:
Jul 11, 2008
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SkillsSkills are an integral part of your character and thankfully much easier to deal with than skills in 3.5. This section will be split into two parts - one for class skills and one for other skills that you may want to pick up. "Class Skills"
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Class Skills All Clerics recieve the Religeon Skill for free and are trained in a further three Skills from this list.
- Heal: Useful for Rituals, and a life saver for your Party. I'd take this.
- Insight: Most Clerics have high Wis and most Groups don't like being lied too. Again, I'd choose this over the other Class Skills.
- Arcana: While you definitely won't have the Int for this skill, it can be useful for some Rituals and being able to detect magic is a good thing.
- Displomacy: Unfortunately, without a major focus on Charisma, Diplomacy is less than useful for level appropriate challenges. Training in it can help you persuade lower level people (read: commoners) that what you’re doing is in their best interests though.
- History: While this skill can be useful, I wouldn’t recommend it over the other ones. If you have a face and someone already trained in Arcana then by all means take this one alongside your others.
"Other Skills of Merit"
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Other Skills of Merit These aren't on your class list so you'll need some other way to get them - either using Multiclassing Feats or Skill Training Feats.
- Perception: For a Cleric with a focus in Wisdom this skill is almost mandatory. In fact, consider this a prime candidate for Skill Focus as well. Trained in this, you become the Party’s Radar Cleric – capable of spotting everyone and everything that could possibly want to sneak up on you.
- Athletics: If you’re a Melee Cleric with a spare feat then you could do worse than picking up Athletics. Admittedly, its usefulness depends on the type of campaign you’re in so if you need it, you’ll know.
- Dungeoneering: Because it’s Wisdom based, many Clerics will be able to get a better check on this than the other classes who can take it. I’d argue leaving it to the Ranger in the group but if the Party needs this skill then you might be the one to get it.
- Endurance: Much like Athletics, if you’re in a campaign where you need Endurance you’ll need it. If you pick it up, then it will probably serve you well.
- Nature: Yes, that’s right, the Nature skill. At the moment, it isn’t very useful (not any more than the other knowledge skills) but it is a wisdom based skill that gives you access to Nature Rituals. I expect this to be far more useful once the PHB 2 rolls around.
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5 years ago ::
Jul 12, 2008 - 1:56AM
#7
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Date Joined:
Jul 11, 2008
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Powers
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5 years ago ::
Jul 12, 2008 - 1:57AM
#8
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Date Joined:
Jul 11, 2008
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Paragon Paths and Epic Destinies
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5 years ago ::
Jul 12, 2008 - 1:57AM
#9
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Date Joined:
Jul 11, 2008
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Multiclassing
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5 years ago ::
Jul 12, 2008 - 1:58AM
#10
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Date Joined:
Jul 11, 2008
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Equipment
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