Playing a Sear
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starting as a cleric, what whould you as players or dms recremend I do in order to become a powerfull sear. I playn on taking wizard at some time and focusing it on Divination.
I am just wondering as I am going to be taking the advise from Maage 101 to help build some of my character. -
Divination isn't really a powerful school. Do you mean a powerful seer in terms of IC prominence?
If you mean mechanics my advice is: with abilities split between INT and WIS, you won't get a high DC for either class' spells. Focus on buffs, no-save spells (magic missile), help the party, etc.
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Divination is much more subtle than any other school.
It is excellent for finding things and people, but you would need some backing. Abjuration and Transmutation should suit this. If you want to play a more niilistic guy Ilusion and Enchantment could be recomended.
Most divine divination spells are also seen in the wiz/sorc spell list so you should use your divine levels for something and your wiz levels for other thing.
You might need spell focuses if you are going to use spells with saves.
You don't have to bother so much if you use buffs.
Other than that there is a load of fun equipment for wiz/cleric multiclass that give very interesting perspectives.
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If were taking about mechanics and stuff, there a few boons to the set up, through seers tend to be mechanically weaker than most setups on the whole, but they can be made to work and be fun and interesting to use.
First things first, decided how you want to split your progression and what kind of equipment set up your going for. Are you going to play more like a wizard and grab the odd cleric level, or play a cleric with the odd wizard level, or are you going to try and keep them reasonable equal? If your leaning more on one class than the other, then you should lean on the more important caster stat and play style.
For example a 5 wizard/ 3 cleric better off being int 18/ wis 14 than the other way around
A cleric 4 / wizard 1 will likely be set up more like a cleric, wear full plate, and use his arcane slots for long lasting, utility spells, or stuff like true strike (castable in armour).
Also Seers, especially properly equipped ones, will tend to have a large volume of low caster level spells regardless of how they split. Summons are good a choice because of this, since you can summon swarm in most encounters without worry of running out.
Buffs are a little different, your buff tend not to last as long but you can cast much more, with the balance being more "buff time" overall. Because of this you can either go crazy with the buffs for a shorter time, or hold your spells back and ensure a few people keep buffed for a longer duration and don't get messed up by a dispel.
Extend spell is also worth getting if you really want to buff people, since it can make your buffs last longer, assuming you have the higher slots to use it properly.
Equipment a strong area for seers. While your unlike to be good at close combat, there nothing stopping you pulling out a large shield when needed and you get the choice of no arcane failure half plate or DR robe, the choice being most dependent on your str score, through the robe a good choice if your trying the "sneaky mage" defence method… through seers tend to be dragged in many directions already, so it might be too demanding on you stat/skills/feats. Still its something to keep in mind if your playing a gnome/halfling/ servant of a sneaky god.
The real fun the fact you can use arcane AND divine items. Healing wand.. check, fireball wand... check. Remove fear wand... check. Invisibility wand... check! You can also become a great item crafter since you can craft from both sides with one feat, and you only need to meet the requirements from 1 side to craft for both.
For example a wizard 4/cleric 2 can brew potions for either.
Overall, seers tends to excel in support roles, since they have many options and less direct power than most casters.
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there are a load of bonus spell items out there that are appropriate for seers too, maximising the low level end of the spell list.
my seer had about 15 level 1 spells, extra spells at lvl2 aswell about 8 i think, but because the items and his stats ran out he had less than a pure class at lvl 3 and above.
stats being lower meant that he had lower DCs for his spells too.