Cloistered Cleric Lore Master Feat Advice Please


Pathfinder First Edition General Discussion


Well I decided to make a cloistered cleric into a lore master. However I don't know what meta-magic feats to chose. My domains are Repose and Ruin. And I am thinking about doing something to help my summon monster or other calling monster spell. Extend I guess is a common choice, but in all honesty I am not impressed at all with the summon monster spells.

So I am open to suggestions on any meta-magic for any spell.

I would love to learn some tactics for using meta-magic feats.

Liberty's Edge

You need to tell us actual details about your character or we can't help you. Lots and lots of details.

"cloistered Cleric" does not tell us what "cloistered" means - you cannot assume that every (or even most) people reading your post will automatically know what that means.

Personally, I know that it is one of the many silly and bizarre "swap out class ability X for class ability Y" things that were introduced throughout 3.5, which means you are NOT playing pathfinder, but instead some sort of pathfinder/3.5 hybrid. I have no idea what the cleric gives up in 3.5 to get this, much less how that translates to pathfinder.

This tells me that I have absolutely no idea whatsoever what books, systems, and house rules are in place for your game, and thus I have no ability to offer any pertinent advice.

Provide us with a detailed character build, list available books, and inform us of ALL house rules (everything not explicitly written down in one of the listed books counts as a house rule), and then we might be able to help you with build advice. Doing this is a good idea in any event, as in the process of listing all of this you may find the answer yourself.


BobChuck wrote:
I know that it is one of the many silly and bizarre "swap out class ability X for class ability Y" things that were introduced throughout 3.5, which means you are NOT playing pathfinder, but instead some sort of pathfinder/3.5 hybrid. I have no idea what the cleric gives up in 3.5 to get this, much less how that translates to pathfinder.

Cloistered Cleric is one of the more sensical ones. It turns the cleric into a more wizard-like version, with less melee prowess but more skills.

He gains HD and BAB as a wizard, add all knowledge skills and linguistics to class skill list and gains 6 skill points per level.


If you have access to 3.5 material, have a look at what Divine Metamagic does. As for Metamagic feats themselves, anything that increase the numerical values of healing spells (as well as damaging ones, incidentally) is good in my book. Even more so for a "wizard-like" cleric. Empower Spell if the first that comes to the mind.

Or you can also have a look at Reserve feats, interesting for any cleric. Or non-Pathfinder metamagic feats like those changing the spell's energy.

$0.02


Louis IX wrote:

If you have access to 3.5 material, have a look at what Divine Metamagic does. As for Metamagic feats themselves, anything that increase the numerical values of healing spells (as well as damaging ones, incidentally) is good in my book. Even more so for a "wizard-like" cleric. Empower Spell if the first that comes to the mind.

Or you can also have a look at Reserve feats, interesting for any cleric. Or non-Pathfinder metamagic feats like those changing the spell's energy.

$0.02

Very good point. The GM has made it that the only 3.5 book he allows is unearth arcana. Everything else is pathfinder.

Cloistered Cleric

Basically I am looking for two meta-magic tricks I might pull off with a cleric, at about any level as this is a long sap campaign, possibly even into epic levels.

If you REALLY need my stats for a suggestion on meta-magic tricks, I will get that to you later.


Captain Sir Hexen Ineptus wrote:


Very good point. The GM has made it that the only 3.5 book he allows is unearth arcana. Everything else is pathfinder.

Cloistered Cleric

Basically I am looking for two meta-magic tricks I might pull off with a cleric, at about any level as this is a long sap campaign, possibly even into epic levels.

If you REALLY need my stats for a suggestion on meta-magic tricks, I will get that to you later.

About an interesting trick: if you have access to Traits, select the one giving you a decreased metamagic cost for your [family's] favourite spell.

I'm not usually playing spellcaster, so, apart from the increased variables, I don't know what really works.


Well here is my character

My GM is allowing me to rework my character to be a lore master.

Was Human now, Half Orc due to reincarnate
L/G alignment

Str 13
Dex 12
Con 14
Int 14
Wis 22 (FYI +2 leveling, +2 Racial Human, + 2 Item)
Cha 16
With Periapt of mental perfection +2

Cloistered Cleric 8/Lore Master 1

Trait: Conspiracy Hunter: Perception class skill, +1 bonus
Trait: Deft Dodger: +1 reflex saves
Trait: Sacred Conduit: +1 DC turning, always have sacred symbol

Feats
Bonus: Scribe Scroll
Bonus (Human): Selective Channeling
1 Medium Armor Prof
3 Combat Casting
5 Skill Focus Knowledge Planes
7 Meta-magic: ?
9 Meta-magic: ?
Secret: Toughness


Extend Spell is one of my favorite core metamagic feats. Doubling the duration of those short lived spells is nice, especially if combats go long, or two combats are placed back to back.

From there, Persist is a great one. Turn your buffs into all day protections.

Those would be my recommendations, as a player also going into Loremaster (from Archivist).


Mauril wrote:

Extend Spell is one of my favorite core metamagic feats. Doubling the duration of those short lived spells is nice, especially if combats go long, or two combats are placed back to back.

From there, Persist is a great one. Turn your buffs into all day protections.

Those would be my recommendations, as a player also going into Loremaster (from Archivist).

Okay that is one good choice. Thanks!

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