
less_than_vince |
We will start the kingmaker path.We dont know yet what class we will choose, but I think that I want to play a support type of character.
I dont need an overmaximize charater, because that's not the kind of group i'm in. So flavor can beat power.
I leaning toward a Calistra cleric. Human, elf, half-elf or tierfling, havent decided. Evangelist archetype seem good for the style i want (kind of melisandre in Game of throne, but a little more subtle in her or his preaching).
So, I'll want some charisma, wis (more buff than attack, so spell dc not a priority). Maybe some dex (dont have acces to medium armor without a feat).
I think i'll go with trickster domain, for the spell and the class skill it open (bluff, for the flavor of the class. evangelist have only one domain.
Calistra's favored weapon is the whip. Should I take this road. Normal whip, or the scorpion one. Whip mastery?. As I will support my team with the perform skill and my spell, should I use the whip for disarm or trip? Or just dump the whip.
Like I said, dont need to be overpowerful. But is it viable? I want a good charisma, but the evangelist'channel power is reduce. Should I go with lower charisma, but prepare the spell eagle splendor for social interaction?
I think it will be a 20 build game, with access to core book, apg, and ultimate. Inner guide and the kingmaker player guide too
Any advice (sorry for poor english by the way)

Tom S 820 |

We will start the kingmaker path.We dont know yet what class we will choose, but I think that I want to play a support type of character.
If that is the role you play it up. Be support Combat is not your roll your god has whip which is week combat weapon it only good for tripping, disarming or stealing. All of which take many feat to be good at and you have ¾ BaB and do not have the point to make STR high. You only get 10 feat to play with I would not use 3 or 4 to be good at using a whip.
I would go somthing like this.
1/2 elf or Human (Focused Study) Cleric Evangelistic
Skill Focus any that meets one following blood lines skills
Rakshasa Disguise
Maestro Perform
Dreamspun Sense motive
Serpentine Diplomacy* (May as GM to reskin this to wasp blood line)
Arcane Knowledge any*
Celestial Heal
Destined Knowledge History
Then take the Eldritch heritage chain of feat for flavor.
These bloodlines give you Familiar If you take then in take
Adept Channel
Source Orcs of Golarion pg. 27
Some orc adepts enjoy a greater connection to their gods, and can channel their faith through their unholy symbols. You gain the ability to channel energy as a cleric.
Prerequisites: Ability to cast divine spells, summon familiar class ability, caster level 4th, Cha 13.
Benefit: You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric’s channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level –3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.
This help with the fact you turn are weaker by giving you 2 more turns per day
Campion Traits both are good role play
Pick one
Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing
but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the
blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Noble Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you
gain a +1 trait bonus on this skill. Your family motto is “High Above”
One form this list
Faith Basic
Birthmark
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Calistrian Prostitute
Requirement(s) [Elf] Calistria
You worked in one of Calistria’s temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Gather Information and Sense Motive checks.
Divine Courtesan
Requirement(s) Calistria
You worked in one of your goddess’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Sacred Avenger
Requirement(s) [Elf] Calistria
You have a special connection between you and Calistria that enhances your ability to achieve vengeance. When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel (see page 8), this bonus increases to +2.
Natural-Born Leader
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 13
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Rich Parents
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 14
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.
Feats 10 total you will need to cut it down to 10 form this list of 16.
Eldritch heritage 3
Leadership (This AP scream out to take it fill out all the roles as head of state.)
Craft wondrous items ton of down time in this AP Build Stat Items, Pearls of Power, Vest of Resistance, and Phylactery of positive channeling, Circlet of persuasion, Robes of Arcane Heritage
Selective Turning
Extra Turning
Versatile Channeler your god is CN make use of it.
Quick Chanel
Adept Channel
Toughness
Extra Trait
Improved Initiative
Ability focus (Turning)
School Focus enchantment
Greater School Focus enchantment
Take the extra Skill point for preferred class bonus that way you have at lest 4 skill+int0 per level.

Deyvantius |

OR stay with your original concept and take weapon focus and whip mastery at 3 and 5.
If dex will be your 2nd best stat, I'd take weapon finesse at 1. Once you get an agile whip you should be good.
Also Luck domain over Trickery.
Human
Dex: 15
Str: 10
Con:12
Int: 12 (if you want skills, otherwise move the points to STR)
Wis: 15
Cha: 12
Use the +2 to either Dex or Wis, Boost Wis and Dex when possible at 4, 8, 12, 16. You will end up with 18 Dex and Wis. I'd probably get Dex to 18 first)
Wis is cool but as a cleric most of your stats boosting items will go to your Wis and even when you arent' casting spells your Performance boosts will help the party.

![]() |

I've been playing an Elven Calistrian cleric in PFS, based around Weapon Finesse. Honestly, Whip Mastery didn't seem worth it to me. Even now, at level 4, with a 16 Dex, I'm having troubles tripping some bad guys. I have a +6 to hit now, and was regularly disarming bad guys at lower levels.
Luck Domain is definitely both a lot of fun, and very useful. Touch someone up, they become more effective. Give yourself a touch before a skill roll. Use the touch to help out someone with low skills climb or jump, or perceive, or bluff. Hit the two-weapon fighter just before he full attacks. The only real issue with Luck domain is that the 1st level domain spell is True Strike, which can help out with Combat Maneuvers, but is very poor action economy.
Also, I went Chaos as a secondary domain, but am now wishing I'd taken Trickery. Perhaps it will improve later, but right now, the domain spells are useless (Align Weapon Chaos affects 5 creatures out of all 3 bestiaries, and Entropic Shield is only useful if you get shot at).
Being in PFS, I went for the Shadow Lodge, and took Suspicious and Shadow Diplomat, letting me be a better party face.
I normally act as a support spellcaster, with the occasional trip or disarm. However, on occasions when fighting things that are unlikely to be affected, I've had to try and do damage, and have found I haven't been doing enough. So, to give me some versatility, I'm now dipping in Alchemist, although I also considered a dip into Rogue as well. Murderous Command is still my favourite Calistrian-themed spell, but also suffers when fighting single enemies, or those with good Will saves.

![]() |

As a cleric of Calistria, you also have access to Calistrian Prostitute as a trait, and, I mean honestly, why else do we ever play Calistrians, particularly high CHA ones?

![]() |

Calistria is not normally worshipped in the area (Gorum and Erastil have the heaviest presence), so you'll be alone in your worship most likely. If you're going to be spellcasting rather than engaging in combat, whip is a fine choice (especially for flavor). A player high in Charisma is very useful in Kingmaker when/if you get to kingdom building, but not necessary.
A 20-point party will probably find many of the encounters a little easy in Kingmaker as it's designed for 15-point builds. Also, Kingmaker was written as the APG was being designed so it does not take advantage of those concepts. I am finding my players, who can take advantage of the APG and other books and optimize, are stronger than I expected.

Tom S 820 |

Calistria is not normally worshipped in the area (Gorum and Erastil have the heaviest presence), so you'll be alone in your worship most likely. If you're going to be spellcasting rather than engaging in combat, whip is a fine choice (especially for flavor). A player high in Charisma is very useful in Kingmaker when/if you get to kingdom building, but not necessary.
A 20-point party will probably find many of the encounters a little easy in Kingmaker as it's designed for 15-point builds. Also, Kingmaker was written as the APG was being designed so it does not take advantage of those concepts. I am finding my players, who can take advantage of the APG and other books and optimize, are stronger than I expected.
Copy from Kingmaker players guid
ClericsThe faiths represented in Brevoy are as varied as the
eclectic population that calls the region home. Each faith
places an emphasis on the clergy teaching its followers
diligently and leading by example. The nation’s war-torn
past—as far back as Choral’s conquest of the land—has
provided Gorum with a strong following, especially among
the Iobarian descendents of House Rogarvia. The lawless
nature of the northern region of Issia supports freedom loving
churches such as those of Calistria, Cayden
Cailean, and Desna, while the region’s more nefarious
factions often venerate Norgorber for his influence over

![]() |

I'm currently playing an Evangelist Cleric of Calistria. (GM allowed me to take Hidden Priest for fluff) For my cleric, I figured might as well take an Alt Channel ability, since you're already behind for heal ya might as well take half dice for healing and do something better, like Protection Variant for +AC. I'm a terrible forum poster, so this is what I'm playing:
Aasimar Evangelist
Starting stats:
Str: 14
Dex: 10
Con: 14
Int: 10
Wis: 16 (Racial)
Cha: 16 (Racial)
Domain: Really up to you, I took Deception because of fluff reasons.
Alternative Channel: Protection: Heal—Creatures gain a channel bonus to Armor Class until the end of your next turn. Harm—Creatures gain a channel penalty to Armor Class until the end of your next turn.
Feats:
1- Improved Initiative - Go first.
3- Selective Channel (You gain the Channel ability as Evangelist at this level)
5- Quick Channel - You'll need 5 ranks in Knowledge (Religion)
7- Reach Spell
Traits:
Reactionary - Go first.
Your choice - Birthmark is good. I took Dangerously Curious for the UMD as a class skill, but that plays heavily into my fluff.
Weapons: Scorpion whips, deal lethal damage, really not necessary for the character other than having the favored weapon on your person.
Armor: The usual.
Remember, you don't drop spells for heals, so you'll probably need to invest in a wand or scrolls, or at least warn your party you're "not that kind of cleric." I love the Evangelist spontaneous casting spells:
1st -command
2nd -enthrall
3rd -tongues
4th -suggestion
5th -greater command
6th -geas/quest
7th -mass suggestion
8th -sympathy
9th -demand
I went for a supportive build with my Evangelist, to be able to pump out buffs faster instead of being up in the fray trying to trip things. Later in the game, things have more (or no) legs - you're not fighting petty thieves and bandits, you're fighting giant worms and things with multiple legs. Focusing on whip mastery, in my opinion, is a waste.

Methulock |

I wouldn't bother with Power Attack for a whip, since it can't do damage to unarmoured targets. How often is that likely to happen?
Whip Masterly (Ultimate Combat) allows you to do lethal damage and negates this penalty to whips. I don't play Society though, so I'm not sure if this applies.

![]() |

@Tom: Correct as to Brevoy, hinting ahead that Gorum and Erastil have a strong presence in the Stolen Lands, even so much that the modules dedicate an entire section to them, but not for any other diety. Just not much worship for a goddess of lust in the wild. But, it's purely flavor.
Agree with Yogo that using multiple feats on a whip (that you aren't going to use that often) probably isn't the way to go. Doesn't mean don't wield one for flavor, but it would be anti-optimization to spend a bunch of feats making it viable in combat.