Cleric - First time I've rolled a cleric


Pathfinder First Edition General Discussion


This is the first time I'll be playing a cleric, and I was wondering if this is a decent build or not. I'm playing in a Kingmaker campaign setting with 8 players and I'll be the primary source of healing.

I've used the 15 point buy system for my stats.

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Is your GM caring about encumberance? Your in a medium load with only that 7 str, and almost into heavy (though it looks like you didn't include small size weights for your equipment)

You have -1 for your BAB in CMB and CMD. It should be 0.

Overall, it looks like a solid healbot, but I'm not sure if thats what you will really want to play. Clerics don't need to be twinked out for it to still be good.


Looks good, though personally I'd drop a point of charisma or two, and put those into strength. Having that bad strength means you can't really contribute in melee combat or reliably hit with melee touch attacks, so you're limited to healing and spellcasting - which might be enough at higher levels, but right now, your limited abilities will hurt. Really, dropping Cha to 14 leaves you with three points, enough to raise strength to 10. And you'll still be able to channel 5 times per day. If you need to heal more often than that, the other players aren't doing their job :3

One thing though: You only get one domain spell per spell level per day, not one for each domain. So you'll have to choose (and I say choose burning hands, since you're a great healer anyways, but that role can be a little boring).


stringburka wrote:

Looks good, though personally I'd drop a point of charisma or two, and put those into strength. Having that bad strength means you can't really contribute in melee combat or reliably hit with melee touch attacks, so you're limited to healing and spellcasting - which might be enough at higher levels, but right now, your limited abilities will hurt. Really, dropping Cha to 14 leaves you with three points, enough to raise strength to 10. And you'll still be able to channel 5 times per day. If you need to heal more often than that, the other players aren't doing their job :3

One thing though: You only get one domain spell per spell level per day, not one for each domain. So you'll have to choose (and I say choose burning hands, since you're a great healer anyways, but that role can be a little boring).

I would probably go 15 cha and maybe 15 wis as well. You only get 1 point back if you drop your charisma to 14, but 3 for dropping that wisdom one. Spending 3 points to raise your str to 10 and 2 for a 12 dex would not hurt you much. Personally, I like odd numbers at character creation, it makes the boosts feel better.


I thought I added up the weight and got the max for light. I don't think my DM will care about encumberance, but I'll ask. Worst case, I'll trim out the non-essentials. (wait, I think I forgot to include the scimitar and crossbow - did you include those?)

Does the base attack bonus not include your str mod? I took my +1 for being small and included it with my -2 str mod for the base attack, which is where I got the -1 from.

My plan for playing the character is to use my crossbow and fire bolt spell during the beginning of combat before anyone needs healing (since I can use fire bolt 6x a day) and have burning hands, bless, and shield of faith prepped since I can instantly drop one of them for cure light wounds if necessary. So I'll almost be playing more of a wizard until the party needs healing, and then I can assist with my channeling and cure light wounds.

I'm playing a mixed experience group, so we have a decent number of damage dealers and I didn't think anyone else would really care to take the healer role.

stringburka
I just listed both domain spells so I don't have to keep referring to the book.

So you guys would recommend going for more of a rounded out stat grouping (10,12,14,10,15,15) than trying to get some higher stats? I wasn't really planning on doing much in melee, since it didn't seem like melee was a cleric's strong suit, but if it's something I should be prepared for, then I'll step up my str.


BAB is just what your class gives you. It modifies both melee and ranged attacks, and those values independantly. You then add the appropriate stats and other modifiers that affect what you are doing. The way you have it, your counting your strength twice. The +1 from size is also a seprate modifier. It affects your attack, but is not part of your BAB and is not counted in the CMB/CMD. There you get a -1. Likewise, when you use a ranged attack, you don't have str but you use your dex.

Small characters max weights are multiplied by 3/4, but some of their equipment is lighter (1/2 I think) so they sometimes come out ahead. At 18 lbs max weight, your armor brings you over (but thats without reducing its weight)

You don't need to be 100% dedicated to healing to be the primary healer. Just getting the cleric's burst healing will be more than some partys have. A lot of healling happens out of combat with wands. I'm not saying you are bad off playing a healer. Lots of people love it. Just make sure you have something else to do, like the fire domain.

15 point buy is hard to get high stats. A 16 without racial mod will run you 2/3rds of the points, as you found out. I tend to avoid them in favor a a little more ballance, but that is up to you. I just noticed that your stats are 16 points btw.


Ok, I missed the section about max weight for small character being 3/4. Armor is halved from 20 to 10, and noted equipment is 1/4 weight for small. I'll have to go over a few things then and trim some weight.

I appreciate the input, and I'll take another look at my stats (particularly since it appears I used 16 points, oops. I did some changes and must have mis-counted a point) and the BAB.

Thanks again!

Shadow Lodge

I would definitely agree with the above. It seems with 7 other people, you will not be needing to focus on healing that much as more targets should mean that they all take much less damage over all and your Channeling should really help cover them for that. However, with that many players, it also means you are going to be getting a lot less treasure and xp, so I would really consider looking into Item Creation for yourself, just to keep up with where you should be. I would really suggest that you have the party purchase a communal wand of Lesser Restoration and a few things along those lines, because with that many people, you are going to be hard pressed to keep up the buffing and also contribute to actually playing the game.

General Advice:

I would also work with the other players to find some sort of skill niche or I feel you are really going to hate this game/character. What I mean by this is not only should you probably get a least a +1 Int for skill points (Clerics do not have dump stats, plain and simple so point buy really screws them over more than any other class). I would really suggest having a minimum of 12 in all stats if possible. With that many players, you could drop Con to 10, but honestly, I would look for

Str 10 - 12
Dex 10 - 12
Con 10
Int 10 - 12
Wis 14 +
Cha 12 - 14

Skills in general:
Depending on what the other players are, you are potentially good at 2 things, Wis and Cha based skills. That means things along the lines of perception and along the lines of interaction. If there is a ranger/rogue in the party, have them stay away from perception, Sense Motive, and things like that and you cover those things. If there is a Bard, Sorcerer, or Rogue, have them stay away from bluff, Diplomacy, and Sense Motive. One or the other, don't try to do both. The point is that you need something to do outside of combat, and your spells do no actually help you much here. It might sound odd, but it will 1 help the party to be more diversified this way, and as a Cleric, you do not have a lot of options to diversify in other ways when it comes to skills. You will be sub par in almost all other areas. Also, it will really help you stay interested in the game if you have a specialty, and it is hard for Clerics to have a skill specialty besides the Heal Skill.

Heal Skill:

Another thing, make sure that someone else, preferably the Fighter or the Rogue maxes out Heal. You need someone else to be able to keep YOU FROM DYING when you can not heal yourself. I can't stress this enough. Not only should someone else have the Heal skill for when you go down, make sure hat thy also have a Potion (or Wand if the can reasonably use it) to get you back up in combat. If you are the healer and go down, even late in combat, their first priority (no matter how close they think they are to ending the fight) is to get you back up and conscious. When the healer goes down, bad things start to happen, no matter what the rest of the party thinks.

For spells, honestly it really depends on what the other players are. I would imagine that your arcane caster would go towards crowd control here, and I doubt you will be needing much healing/curing, that leaves you with buffs and general affects to overcome obstacles. Divinations might be a good route to go as Clerics have the best Divinations, in my opinion, except that it is also a very thankless and generally boring path to go (unless your DM makes the other player leave the room every time you cast a Divination that you need to interpret and then lets you actually tell them after the spell is over or things like that not likely to happen in such a large group). I don't know the group, but I find it unlikely that it will be missing any roles, which really leaves you out in the cold.

I am working on a Cleric Guide that our free to use.
Cleric Guide

and also a "conversion" of Complete Divine focused towards Clerics primarily. . .
Complete Divine

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