Cleric
By Zed and Ralsu
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Many massively-multiplayer online games (MMOGs) make the cleric the
general healer who stands at the back of a group and keeps the tanks
alive. While clerics in DDO are still the primary healing class,
they offer much more versatility to a group. They are capable of
buffing the entire party’s combat skills or other important Ability
scores, crowd control, and even some powerful offensive spell casting.
Plus, clerics can enter front line combat, hiding behind shield and
heavy armor to aid the fighters in bringing down their foes. Damage
capabilities aside, clerics will be prized for their ability to
heal in battle and keep fighters alive through the quest. Their
ability to turn undead can also be highly useful when a group of
adventurers knows it is going to be facing these necromantic creatures.
Motivation
Clerics
travel to spread the word of their beliefs,
stamp out their enemies, and recruit new converts. Some clerics travel
to learn of the world so they can better serve their followers.
Class Features
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Weapon and armor proficiencies:
Clerics are masters of simple weapons
and can wear all armor types. They are proficient with any
shield except a tower shield.
Divine spell casting: Divine
spells are not affected by armor, and
focus on healing ‘buffing’ and other defensive spells. Clerics
have some limited offensive spells—especially at higher levels.
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Turn Undead: Clerics can
channel the divine power of their beliefs into
energy to turn or destroy undead. Additional uses for turn undead
are available in DDO and include a short heal over time or
replenishment to other casters spell points.
Spells
Clerics can cast spells from the divine spells list. Cleric spell
points and difficulty checks are based on the Wisdom score.
Suggested Races
-
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=51">Dwarf
(stocky and resistant to spells) -
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=54">Halfling
(great racial Enhancements that make a cleric even more party-friendly) -
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=55">Human
(extra Feat and extra skills)
Key Abilities
Each class
begins with 28 points to spend over 6
abilities (Intelligence, Wisdom, Constitution, Dexterity, Strength, and
Charisma). All clerics benefit from a high Wisdom to allow them to cast
spells. Charisma affects the number of turn undead uses available
per rest period and the potency of the cleric’s turn ability. For
battle clerics, a high Strength is a must. Constitution benefits
any cleric’s ability to remain standing and shrug off blows when
attempting to cast spells in combat.
Suggested Skills
Concentration
allows clerics to ignore the battle
around them and continue to cast, even if a fire giant is raining blows
down on the cleric. The Heal skill allows the cleric to bring
back incapacitated players and increases the party’s regeneration at
rest shrines.
Suggested Feats
Feat
selection depends on the cleric
build. The Empowered Healing Metamagic Feat increases any healing
spell cast and Mental Toughness increases the number of spell points
gained each level. Extra Turning and Improved Turning aid clerics
who wish to fight undead effectively. Toughness grants more hit points,
and a longer survival chance. Combat Casting increases the cleric’s
concentration in the middle of battle. For battle clerics, additional
Martial or Exotic Weapon Proficiencies and Dodge can be useful.
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Cleric Spells
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