Tark's Big Holy Book of Clerical Optimization


Advice

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I was looking through you're guide after googling clerics of Urgathoa, and in the Gods section you say a cleric with the divine and undeath domains make one of the best/most versatile support clerics.

I was wondering if you could expand on that a little, because those two domains fit the concept I was looking at but I'm not sure what they lend to support builds?


The divine domain let's you turn any personal buff or spell into a buff for your group. That means you can still cast divine power or righteous might and continue supporting your group. What's more if you have undead minions they will benefit from it since it's a typeless bonus.

Undead has death's kiss and death's embrace.

Death's kiss allows you to touch people and be able to heal them through your inflict spells. That means with a bit of extra effort you can be just as good at healing with negative channels as a cleric with positive channels.

Death's embrace takes this further. Combined with death's kiss and some alternate negative energy channeling you can simultaneously buff and heal yourself and your allies while debuffing and killing your enemies.

Overall it's a pretty solid combination of domains and either one can be combined with Ferocity to produce a very potent battle cleric as well.

Overall Urgathoa is among the best of the evil gods. I prefer Asmodeus for my lords of undeath but Urgathoa can do quite a bit all by herself.


Ah now i see. Thanks a lot.


For battle clerics, a god I like is yamatsumi, because he has an excellent weapon, the tetsubo!

The main problems with him is his domains are horrible and he is neutral. I solved this by taking the mendevian priest archetype, giving up a crap domain for heavy armor prof and some feats, which is pretty nice.

The main thing is the tesubo, 1d10/x4 is a good time


Neutrality is never a bad thing. As with one feat you can double your channeling options. Every alignment is fairly balanced in terms of what a cleric can do. Summon Good Monster skews things a bit towards good I do admit but only if you're wanting to summon.

And honestly his domains aren't all that bad. He'd be fine as a defense oriented cleric which is what his domains skew towards.

Scarab Sages

What stats would you give a half orc "battle cleric" of Erastil.
I Was thinking of taking the adopted trait for Gnomes with the Animal Friendtrait.
I thought it would be good to have handle animal as a class skill if i was taking a animal companion.
For Domains I wanted the Growth and Feather domains.
For my velociraptor First feat I think would be light Armour pref, but not sure to go from there.
For my feats I am not really sure of other then Animal Boon is extremely important. I thought that be a great 3rd lvl feat to prep for my 4th lvl animal comp.
For first level I thought because of the Growth powers Combat Reflexes might add a lot of power to my cleric.
I am not really sure where togo after that, or even if these are good ideas.
For spells I wanted to concentrate on memorizing buffs for me and my animal comp...
First: Enlarge person for me or my AC, i know hes small, but i think it might help with bigger ice and slightly more strength.. idk might be better at 7lvl when hes mid. Divine Favor would also be good on him
General buffs that work on him or my self would be amazing.
But i dont have much beoudn that one trait, those 2 feats, and that 1 feat for my AC. :/

Liberty's Edge

Here is the one I use for PFS. Great so far. I don't have Handle Animal, and I have an Owlbear as a special reward, but otherwise pretty straight forward. just click my name.

By the way, you get Light Armor and Medium Armor for free.

For Animal Boon, talk to your DM. As written it will not help you unless you multiclass.

Scarab Sages

For my ac light armour which i dont think he gets for free.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level.
How does that even imply multi class? -_-

Shadow Lodge

Boon Companion:
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Technically, your Cleric Level is already maxed out, when you take this feat unless you multiclass. 4 + ? <max 4> = 4 no matter what, then -3 is your final effective level. That's all I mean, make sure that your DM is on the same page you are when interpreting that Feat.

For AC to get Light Armor, I would suggest the General Purpose Combat Training, which I would assume you are already going to go for.

Scarab Sages

if your talking about tricks, tricks do not grant feats.
" Does training an animal using Handle Animal to be Combat Trained grant it Light Armor Proficiency?

No, using Handle Animal to train an animal, or mount, in this way does not grant it a free bonus feat. It is not unreasonable, however to assume that an animal specifically designed to be ridden (such as a horse or dog) could be purchased with Light Armor Proficiency as one of its feats (swapping out Endurance or Skill Focus respectively) for the same cost."
SourceYour druit lvl is -3 your cleric lvl tho, so it brings it up to equal to it.


"Devil's Advocate" wrote:

** spoiler omitted **

Technically, your Cleric Level is already maxed out, when you take this feat unless you multiclass. 4 + ? <max 4> = 4 no matter what, then -3 is your final effective level. That's all I mean, make sure that your DM is on the same page you are when interpreting that Feat.

For AC to get Light Armor, I would suggest the General Purpose Combat Training, which I would assume you are already going to go for.

your ac becomes equal in levels to your character as long as its within a difference of four...why do people argue these simple concepts...if im a level 7 cleric and pick up boon companion, my animal companion is now also level 7


Black Lotus wrote:

What stats would you give a half orc "battle cleric" of Erastil.

In 20 point buy?

Str: 16+2 race
Dex: 12
Con: 14
Wis: 15
Int: 7
Cha: 10

I'd focus my first couple of ability points into wisdom and shove all my skill points into handle animal for a while.

Remember with share spells you can give your pet Righteous Might or Divine Power in the later levels with Improved Share Spells at 11th you can cast one buff and hit both of you.

With your focus on enlargement I'd say grab Combat Reflexes adn smack people around with a spear. A rech cleric style works well for you since your companion will generally be faster and more mobile etting it rush around and catch flanks while you stay a relatively defensive bulwark.

Liberty's Edge

Id actually suggest splitting between Dex and Str to max out your Combat Reflexes. Swift Action Enlarge means you can move into what would be middle ground and cast a Buff and then just use your AoOs to attack. A lot of the time. Power Attack and maybe a short Feat chain will help. Being large and having a reach weapon means they cant just 5ft step to get past your reach so it works very well.

You are probably not going to need more than 3 or 4 AoOs a round so 14-16 Dex is what you will want.

Try 14 Str, Dex, Con, and Wis and 10 Int and Cha, depending on your point buy or rolling method, keeping in mind that Enlarge means -2 Dex, which means -1 AoO.

Scarab Sages

TarkXT wrote:
Black Lotus wrote:

What stats would you give a half orc "battle cleric" of Erastil.

In 20 point buy?

Str: 16+2 race
Dex: 12
Con: 14
Wis: 15
Int: 7
Cha: 10

I'd focus my first couple of ability points into wisdom and shove all my skill points into handle animal for a while.

Remember with share spells you can give your pet Righteous Might or Divine Power in the later levels with Improved Share Spells at 11th you can cast one buff and hit both of you.

With your focus on enlargement I'd say grab Combat Reflexes adn smack people around with a spear. A rech cleric style works well for you since your companion will generally be faster and more mobile etting it rush around and catch flanks while you stay a relatively defensive bulwark.

12 dex with the feat=2 atk a turn and back 1 when I am enlarged....

Do u have any sugestions for feats for my little dude, i know his first one well be light armour pref, not sure after that, or whats good on an dino.
With the Improved share spell I thought if u mvoe more then 5 feet its useless and my guy is a Pouncer.
and after combat reflexes for my self not sure where togo.
So when I am enlarged (which should be most fights with pearls of power, a wand, exc after first few lvls)
If i had a longspear I Would have a range of 15 feet.
Edit:
srd wrote:
Large or larger creatures using reach weapons can strike up to double their natural reach but can't strike at their natural reach or less.

If i go the longspear route i would not need to take half orc for the wep pref and therefor could choice another race that may be better fit for my character.

Liberty's Edge

1 person marked this as FAQ candidate.
EsperMagic wrote:
"Devil's Advocate" wrote:

** spoiler omitted **

Technically, your Cleric Level is already maxed out, when you take this feat unless you multiclass. 4 + ? <max 4> = 4 no matter what, then -3 is your final effective level. That's all I mean, make sure that your DM is on the same page you are when interpreting that Feat.

For AC to get Light Armor, I would suggest the General Purpose Combat Training, which I would assume you are already going to go for.

your ac becomes equal in levels to your character as long as its within a difference of four...why do people argue these simple concepts...if im a level 7 cleric and pick up boon companion, my animal companion is now also level 7

Because it technically doesn't. I'd allow it, but other DM's might not, hence the suggestion to talk to the DM first.

Let me try to explain it. Boon Companion allows you to add +4 effective Cleric levels to your Cleric for purposes of your Animal Companion's level. But it axes out at your total character level. So a 5th Level Druid with this Feat would have all the AC abilities of a 5th level Druid, (rather than 9th). A Cleric gets an Animal Companion as if they where a Druid of 3 Cleric levels lower. So a Cleric with the Boon Companion Feat treats their animal companion as 4 effective levels higher, but is still maxed out at their level (Cleric, NOT their effective Druid level).

Basically, (assuming 4th level Cleric) it's:
4 + 4 = 4 (maximum), -3 total of 1 effective Druid Level
rather than
4 + 4 - 3 = 4 (maximum) effective Druid Level


Half Orc with the growth domain can pick up a bite attack. Wielding a Longspear and grown you threaten an area of 20 feet.


Tark how do you feel about a Battle Cleric grabbing an Animal Companion through Animal Ally? I'm poking around at the route and it doesn't seem too shabby for a 3 feat investment.

Nature Soul
Animal Ally
Boon Companion

Scarab Sages

Along with my questions earler, here is another: Does Nataerl armour stack with Normal armour?
scavion:
3 feats unless your human is a big chunk of your feats.
You could be power attacking or something else with it... I dont know if 2 feats to get it, then have 2 lvls of baby sitting it would be worth it.
And also look at animal ally, it has restructions on what your pick is...
Like i said Its probaly not worth it unless you really need a mount that dosnt die, and your DM dosnt allow leadership.


Natural armor stacks with normal armor.

Its a possible flanking buddy and I can give it my kick ass personal buffs to make it even more awesome.


Yanos wrote:
EsperMagic wrote:
"Devil's Advocate" wrote:

** spoiler omitted **

Technically, your Cleric Level is already maxed out, when you take this feat unless you multiclass. 4 + ? <max 4> = 4 no matter what, then -3 is your final effective level. That's all I mean, make sure that your DM is on the same page you are when interpreting that Feat.

For AC to get Light Armor, I would suggest the General Purpose Combat Training, which I would assume you are already going to go for.

your ac becomes equal in levels to your character as long as its within a difference of four...why do people argue these simple concepts...if im a level 7 cleric and pick up boon companion, my animal companion is now also level 7

Because it technically doesn't. I'd allow it, but other DM's might not, hence the suggestion to talk to the DM first.

Let me try to explain it. Boon Companion allows you to add +4 effective Cleric levels to your Cleric for purposes of your Animal Companion's level. But it axes out at your total character level. So a 5th Level Druid with this Feat would have all the AC abilities of a 5th level Druid, (rather than 9th). A Cleric gets an Animal Companion as if they where a Druid of 3 Cleric levels lower. So a Cleric with the Boon Companion Feat treats their animal companion as 4 effective levels higher, but is still maxed out at their level (Cleric, NOT their effective Druid level).

Basically, (assuming 4th level Cleric) it's:
4 + 4 = 4 (maximum), -3 total of 1 effective Druid Level
rather than
4 + 4 - 3 = 4 (maximum) effective Druid Level

Actually, no; it is not to a maximum effective cleric level, but Boon Companion specifically states it is increased to a "maximum effective druid level". So your 4th level cleric would be a 4 + 4 = 8th level cleric, -3 = 5th level effective druid level. As 5th is over your character level (assuming no multiclass), you would be treated as a 4th level druid.


This is what I always assumed otherwise I saw really no purpose to the boon companion feat. A feat to basically make ranger/domain/bloodline characters equal seemed fair.

Scarab Sages

Hey TarkXT I read your cav guide, some druid guides, and a guide on AC and spells. I see your point on oh Combat reflexes can help on a large comp.
But My guy is small then goes to large at 7 (i can still make it large tho :) ) so at lvl 7+ Combat reflexes could increase its already pretty big tankyness and power.

Improved natural attack on the talons I thought would help increase its threat, and therefor let me tank more.

at level 4: Light armor pref, and weapon fen. After lvl 7 retrain weapon fen as my strength would be big enough to hit with then.
With Armour, that adds +4 ac to my ac. with 1-2 spells when needed for def I could have a guy that can dish out tons of damage, that is really hard to hit also.

So I think light armor pref, Improved natural attack on talons and claws, Power attack, and Combat reflexes could add a lot to the threat of my guy for the first 10 levels of feats.

I Am still not sure with my own character

The Exchange

On the bad touch cleric example build, Lamashtu doesn't get the protean sub-domain. Groteus still works, but Lamashtu wouldn't.


Demoyn wrote:
On the bad touch cleric example build, Lamashtu doesn't get the protean sub-domain. Groteus still works, but Lamashtu wouldn't.

There are no example builds. There are the sample builds of whic I don't think there is a lamashtu one. I'm actually getting ready to delete the section entirely since everytime I look at it someone has done more damage to it and I don't have the time to constantly restore it.

The Exchange

The sample builds are what I was referring to. The bad touch cleric on there uses Lamashtu. If you're about to delete them, though, it really doesn't matter.


Hoping this gets a revamp; there has been some rather good books since this has been released, and I'm interested to see how it impacts the guide.


McTaff wrote:
Hoping this gets a revamp; there has been some rather good books since this has been released, and I'm interested to see how it impacts the guide.

It won't be updated again until the next core book which will be the ACG.

While most will be focusing on the new classes (I myself am going to do an investigator guide) there has been promise of lots of material for clerics and cavaliers (and possibly melee summoners). So no doubt the guides will be updated then.


Right, so, a quick run down of impressions. I'll update the guide further and some thigns might change the longer I have the ACG but for now;

Ecclesithurge could be rather interesting. It expands the spellcasting versatility of the cleric and given some of the feats available I'm wondering if the ecclesithurge might make certain gods viable that were more than a little weak into something interesting. I'm more partial to the theologian which gives up less to focus a bit more. I'm on the fence frankly.

Featwise we have Blessed striker (sweet but comes late), Channeling Force (A good alternative to channel smite for non-evil characters), Energy Channel (See above), Lunging Spell Touch (bad touch at reach!), Reactive HEaling (very good for support), War Blessing (could be great), Divine Protection is incredible. IT definitely allows oracles to catch up but more than that it gives you incentive (along with channel force and reactive healing) to build a solidly tanky melee or support cleric.

Spell wise:

Blessed Fist: Too bad it's good but it does give you an early and fairly strong way to buff monks and brawlers early game.

Refine improvised weapon: A lot of people are going to dismiss this but I see it as a great spell for its level. You need to understand that it's basically giving you a masterwork weapon at level one for an hour. These are at leevels where the difference between having a club and having a greatsword means everything when facing off against skeletons, or zombies, or lemures. Stick this on a wand make sure you have greater magic weapon handy and you have an entire armory in your pocket.

Stunning Barrier: The rounds per level for this thing kills me. Not god.

Air Step: pretty good for a low level spell but loses out quickly.

Un/Holy Ice Weapon: Easily my favorite spells at these levels. The component is a pain but at high level with Greater Mgic Weapon and another buff like maybe holy sword this is a fantastic spell.

Life Pact: I'm gonna call this a new staple for support clerics in all seriousness. It's better than shield other in that it is harder to accidentally kill a character. It doesn't heal past 1hp. But, 1hp is more than enough to give a character a chance to self heal, escape, or finish an opponent off. Very good.

Marching Chant: Meh.

Muffle Sound: meh

Path of Glory: bad in all its forms

shield of fortification: It's okay. Not something I'd fill slots with though. Both versions.

silent table: meh.

Unliving Rage: Yay! An undead lord dedicated spell! It's hard to find good buffs for undead.

Communal Align Weapon: PRetty neat.

Aura Sight: Your eyes glow. So much for doing this discreetly.

MArk of Obvious ethics: bit limited in use but another tool in the box.

mantle of calm: awful

greater stunning barrier: so much better. To the point where I'd actually call it a good spell to use. Stunning is a pretty good condition to inflict even for just 1 round. And the passive bonuses are fairly good.

anti-incorporeal shell: not sure I like this. Feels like a spell that ruins encounters. It's good even as narrow as it is but I don't particularly like it.

bloatbomb: cool flavor wise but not that great otherwise.

enchantment foil:narrow but not bad for what it does.

Guardian of faith: It's....okay. The spells in question don't have ac stackage.

Persistent Vigor: This is very good. Though more exciting for an alchemist I'm going to say. Why? Infusions.

speak with haunt: much mroe narrow than a simple speak with dead. But useful for some games.

spellcrash and friends: awful tbh. If it eliminated two spells it'd be fine. But eliminating a spel of two levels or so lower is not a good trade.

Planeslayers call: a bit too narrow for my tastes. but useful in a caster heavy group I suppose.

Wall of blindness/deafness: Ehhhhhhhh not a favorite. I'd rather have a good solid wall.


Hi Tark, great guide. Been reading forums for a while, although this is my first post, and think this is the best Cleric guide I've found.

I'm trying to get handle on my character for upcoming Carrion Crown game - Human Cleric of Pharasma to make an easier fit in with description in the PG of Ustalav being xenophobic and untrusting. Motivation of character is that she will mostly be a supporting cleric that doesn't much have any problems with any living creature's action (True Neutral) but would lay the holy smacketh down on any undead as per Pharasma doctrine.

Quick question. Apologies as it it may have already been answered but I haven't read through all the posts (not wanting to perform thread necro just skipped to end to see how recent last post). Was wondering why the Guide has "Sample Build" on the front index, but not have link to another Doc like the rest of index. This seemed like the best place to get ideas for character makeup and progression.


I had like 10 total builds and no one contributed after that.

After that all that would happen is people would mess with the file and screw things up. I got tired of reverting things and so much was lost it just wasn't worth salvaging.


Thats a shame.

Any ideas for my character then? From anyone.

We use 4d6 drop one method to gen, assigned to what ever stat you want. From own experience and aslo a bit of web searches this seems to work out about 20 point buy.

Aslo games in our group dont usually go beyond about 10th-12th lev for various reasons (player/GM dropout or get bored with story and decide to do some other story or even game system for a change so put game on hold and never seem to go back, plus also general dislike of high level play), so doesnt need to be optimized for high levels - and also i already know that choice of Pharasma as deity is not optimized anyway but seems best fit for RP.

Summary: 20 point buy, Human Cleric of Pharasma, mostly supporting others but with good ability to take it to undead.


Can someone look over my Unarmed Cleric build? It is for PFS, so I can rebuild before I hit XL2:

http://paizo.com/people/JiroHonda

Male human (tian-min) cleric of Tsukiyo 1
Str 15, Dex 14, Con 14, Int 7, Wis 17, Cha 10
Feats Domain Strike[UC], Improved Unarmed Strike
Traits defender of the society, seeker
Skills Heal +7, Perception +8, Sense Motive +7
Domains Madness, Repose

My basic plan: Put 3 ranks in acrobatics and take Dragon Style(3rd), Domain Strike (vision of madness) (5th). After that, I'm not sure--possibly some casting feats.

I'm sold on Madness Domain, but is Repose a good second domain choice for this build? Originally I wanted to take Darkness as a 2nd domain, but it seems like my build wouldn't hit it's stride until gaining a few levels.

Tsukiyo has favored weapon: longspear and
Domains: Darkness, Good, Law, Madness, Repose
Subdomains: Ancestors, Archon, Insanity, Moon, Night, Souls


Repose works great as a bad touch domain.

But mostly I'm bumping so others can chime in with their own thoughts.


I wish to test play a cleric soon, and have a real dillema on the type.
Our group has :
Bard, magus, archer ranger , 2 kukri fighter and me.
My options are :
1) cleric theologian , fire domain . Blaster that channel negetive energy. Take smite, guided hand, fates favor . A blaster that can attack , but isn't MAD.
2) Templar. Cleric of glory ( heroism,) and travel. Combing augument summoning with strong Melee, MAD ( str, wis, con) . Fates favor, summon and glory offer strong rounds. Channeling positive offer some group off combat healing .
3) feather domain, roc animal companion, with glory boosting . Mobile flyer.
Thoughts?


666bender wrote:

1) cleric theologian , fire domain . Blaster that channel negetive energy. Take smite, guided hand, fates favor . A blaster that can attack , but isn't MAD.

2) Templar. Cleric of glory ( heroism,) and travel. Combing augument summoning with strong Melee, MAD ( str, wis, con) . Fates favor, summon and glory offer strong rounds. Channeling positive offer some group off combat healing .
3) feather domain, roc animal companion, with glory boosting . Mobile flyer.
Thoughts?

I think #1 you're spreading yourself too thin feat-wise. Also, choose Ash domain over Fire.

Option #2 sounds synergistic. You could consider taking the Evangelist archetype w/ Heroism domain if you want to focus more on summoning.


Just letting people know I updated the guide recently with the ACG stuff.


Was digging through the pfsrd for a blog subject when I came across Ironskin.

Absolutely solid spell whose only fault is that it doesn't last as long as barkskin. Naturally this makes it a good target for Extend spell.

More importantly though it doesn't require you to pick a domain for it.


Oh nice find. Now I can armor up even more as a Cleric.


Aside from the Dreamed Secrets feat, are there ways for clerics to cherry pick wizard spells without losing casting levels? I was working on theorycrafting a "Sage" (akin to the FF3 class, able to cast spells from multiple spell lists in one class), and while I've got an oracle that does a pretty good job of it with the Ancient Lorekeeper and Spirit Guide archetypes along with aforementioned feats, I was wondering if it was possible to do the same or better with a cleric?

The goal being to get a bunch of good wizard spells onto a cleric without losing casting levels, kinda like a single classed mystic theurge type, if I'm making any sense.


Any hope for this guide to be updated? There really isn't any up to date guide for cleric and this one is absolutely amazing.


Updated to when? It's all the way to the ACG now.

It's not updated to the newest errata, granted.


It appears you have not rated the Void domain from Bestiary 4.


That's because I keep it to the core books (PFRPG, APG, ACG, UC, UM). To keep myself from having to update it constantly.


I am dumb, I missed the update part. Awesome!


bump


The Beardinator wrote:
bump

Why dat?


Just found this guide again -- I seem to have previously read a MUCH older version of it (which seemed to be mainly the Domains part, but I could have sworn also included some other stuff, like "Thou art not a band-aid").

Anyway, a few things that should be addressed in the update (in no particular order):

Paladins of Asmodeus (mentioned in the Multiclassing section) have been Errata'd out of existence. However, don't totally throw out the idea, because the new Insinuator archetype of Antipaladin is actually compatible with Asmodeus, and so will be the upcoming Tyrant archetype (likely an even better fit).

The recent Herald Caller archetype of Cleric largely obsoletes the previous methods of being a summoning-focused Cleric, unless your party doesn't have but really needs a Bard substitute.

Typo: In the Multiclassing section, you put "Armor Mastery" where you meant to put "Armor Training" (3rd level Fighter ability).

Also, VMC is a thing now, and doesn't eat spellcasting levels, although it sure does eat feats, so classic multiclassing to Fighter can still be desirable (but VMC can be good to get other things).

For classic multiclassing, Pathfinder Unchained helps with Fractional Base Bonus Progression (unfortunately not allowed in PFS, last I heard) in case you need to dip in something that doesn't get full BAB.

For ability scores, if you don't want your 9th level spellcasting to be delayed to level 20, you need to start with 15 Wisdom (costs 7 points if you don't have a +2 bonus to Wisdom and 3 points if you do), not 14 Wisdom. This may or may not be an issue, given that most campaigns and especially PFS don't get up to the point of being able to cast 9th level spells.

Typo: Multiple places have an apostrophe inserted into a plural.


Outstanding guide, but seems to be down because it "Doesn't respect conditions of use" ?

Shame, it's a fantastic guide among fantastic guides, please tell me you had it mirrored somewhere.


Seconds the above as a bump.


Umm... How does this violate googles TOS? I just... I have no words... Stupid Google.

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