Quote:
Originally Posted by chandley
As mentioned by others, spells are your best in combat healing options. A caster focused cleric with a Divine Ally at 15 or less as his holy ability (29 points) and extra spells (focused on buffing and healing) can lend a serious amount to a fight (buff spells and a buffed summonable ally) and have some nice utility outside of combat (Summon food and water especially, that sh*t be heavy!).
Get a nice reach weapon to fight from the back lines when you are not casting spells, and some decent armor and you will have a nice fun, easy to play character. Just make a "spells sheet" so the person who gets the cleric has a nice little summary of what each spell does and what it will cost him to do it.
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The cleric's main role in a DF 1-3 party is healing. No one else can do it. His secondary role is buffing, as clerics have easy access to a lot of very good buffing spells (Armor, Shield, Resist X, Bless, Attribute boosts, etc etc). They have one damage spell (Sunbolt, and they might have more, been a while since I had vanilla clerics in my game), but it's not a good choice, really (You need to invest in both it, and the Innate Attack skill, and the effects are sub-par anyway). Clerics add a lot to the party, but their task during combat is more limited. This isn't for every player.