(PFS) Cheliax Faction: Cleric Build Advice


Advice

RPG Superstar 2009 Top 32

D
W
A
R
F

As this would be my first Pathfinder Society Character, in the PFS General Discussion forum, someone suggested that I post my build here for some advice/critique.

I am most attracted to the Cheliax faction, so I am creating a character to join that esteemed group.

Amedeo Lanatus
Human (Chelaxian) Male
Cleric of Asmodeus (Fire, Law)/Lvl 1 currently
Lawful Neutral (per PFS requirements)

Attributes
13 Str
10 Dex
13 Con
12 Int
15 Wis
16 Chr human racial went here

Feats
Combat Casting
Selective Channeling I believe that this would be necessary for a Negative Energy cleric

Traits
Isgeri Orphan Pathfinder Player Companion: Inner Sea Primer, p. 9
Fiendish Presence Guide to the Pathfinder Society Organized Play v4.3, p. 14

Skills (base + int + racial + favored)
+8 Diplomacy Fiendish Presence trait
+6 Heal
+5 Knowledge: Nobility
+5 Knowledge: Religion
+7 Sense Motive Fiendish Presence trait
Languages: Common, Infernal

Gear
This part is still in progress. Note that I only have 150 gold per page 10 of the PFS Guide.

RPG Superstar 2013 Top 16

What exactly do you plan on focusing on with this character? Your Wisdom is only mediocre, so I'm guessing you'll rely on buffing with spells, and doing damage with channels?

Combat Casting could probably wait, since you'll still have a terrible concentration bonus at 1st level, and should just avoid melee for now. Plus, you only have 13 Str, so I'm guessing you don't plan on attacking with weapons much.

Humans get a second starting language, based on ethnicity. Chelaxians don't have an ethnic language themselves, so you could pick something nearby, like Varisian or Hallit.

This build looks very similar to my own cleric (of Torag), who started with stats of 12/12/12/12/17/16 and focuses on debuffs and control. If you're focusing on casting and channeling, you should look into using an Aasimar (which could be interesting to roleplay, as a cleric of Asmodeus).

RPG Superstar 2009 Top 32

RainyDayNinja wrote:

What exactly do you plan on focusing on with this character? Your Wisdom is only mediocre, so I'm guessing you'll rely on buffing with spells, and doing damage with channels?

Combat Casting could probably wait, since you'll still have a terrible concentration bonus at 1st level, and should just avoid melee for now. Plus, you only have 13 Str, so I'm guessing you don't plan on attacking with weapons much.

Humans get a second starting language, based on ethnicity. Chelaxians don't have an ethnic language themselves, so you could pick something nearby, like Varisian or Hallit.

This build looks very similar to my own cleric (of Torag), who started with stats of 12/12/12/12/17/16 and focuses on debuffs and control. If you're focusing on casting and channeling, you should look into using an Aasimar (which could be interesting to roleplay, as a cleric of Asmodeus).

An Aasimar, as a priest of Asmodeus does sound interesting. And my throw people for a mental loop. It might also fit well with the Isgeri Orphan idea, that I am looking for with this character.

Grand Lodge RPG Superstar 2012 Top 32

Lord Fyre wrote:
An Aasimar, as a priest of Asmodeus does sound interesting. And my throw people for a mental loop.

It'd be interesting to have him meet my LG tiefling cleric of Iomedae...

Liberty's Edge

You might look into the variant channeling options allowed for Asmodeus. Also the sub-domains for fire and law.

I personally don't like a bunch of odd numbers since I feel like I'm not getting full value from them. (But then I am also a bit OCD.) Unless of course it is to qualify for something specific like power attack, combat expertise, or two weapon fighting.
But that is personal preference.

You going for maximizing the inflict spells or channeling and buffs?

I agree with RDN. Unless you are planning to cast in combat fairly often, I wouldn't take combat casting (at least not this soon).

What feats were you planning on taking at later levels?

If you really want to make use of the channeling, consider quick channel and improved channel (maybe turn undead).
If you really want to be a buff miester, extend spell.
If you really want to go to town on the inflict spells, then spell focus necromancy (and greater), reach spell, and spell penetration could be good.

At second level I would put at least 1 skill point into UMD. There are some nice wands that just aren't on the cleric spell list.

Don't get too worked up over your initial gear. Try to have a potion of cure light wounds (for someone to pour down you throught if you go unconscious). And 1 or 2 vials of acid to use on swarms (they are fairly common in some of the older low level scenarios).
Try not to spend every bit of it before you hear the mission briefing. Sometimes you find yourself needing to book passage to someplace or buy cold weather gear.

RPG Superstar 2009 Top 32

My PFS Lavode De'Morcaine wrote:

You might look into the variant channeling options allowed for Asmodeus. Also the sub-domains for fire and law.

I personally don't like a bunch of odd numbers since I feel like I'm not getting full value from them. (But then I am also a bit OCD.) Unless of course it is to qualify for something specific like power attack, combat expertise, or two weapon fighting.
But that is personal preference.

You going for maximizing the inflict spells or channeling and buffs?

I was looking more at channeling. I figured, unless there was going to be another healer, that I would be carrying cure spells. Since as a negative energy cleric, I cannot cast them spontaneously.

My PFS Lavode De'Morcaine wrote:

What feats were you planning on taking at later levels?

If you really want to make use of the channeling, consider quick channel and improved channel (maybe turn undead).

This is the route I was looking at. ... though, Command Undead is more likely, since I channel negative energy.

My PFS Lavode De'Morcaine wrote:
If you really want to be a buff miester, extend spell.

Buffing would be an important secondary funtion for this character. "Damage prevented is damage cured."

My PFS Lavode De'Morcaine wrote:
If you really want to go to town on the inflict spells, then spell focus necromancy (and greater), reach spell, and spell penetration could be good.

That seems inefficient. Buff the warrior type and and letting him/her beat down the foe seems a more effective use of mana. Even the lowly magic weapon spell lasts one minute per level, an eternity in combat, and can be used by the fighter on multiple opponents. Were as inflict light wounds does 1d8+1 to one target - if I hit.

My PFS Lavode De'Morcaine wrote:
At second level I would put at least 1 skill point into UMD. There are some nice wands that just aren't on the cleric spell list.

... especially since I am pumping Charisma (Initially so I don't kill my own party via channeling)

My PFS Lavode De'Morcaine wrote:
Don't get too worked up over your initial gear. Try to have a potion of cure light wounds (for someone to pour down you throat if you go unconscious).

50 gold is a HUGE chunk of starting money.

My PFS Lavode De'Morcaine wrote:
And 1 or 2 vials of acid to use on swarms (they are fairly common in some of the older low level scenarios).

Or, I could use Negative Energy Channeling. Isn't "swarm breaking" one of the Prime Uses for an "anti-cleric"?

My PFS Lavode De'Morcaine wrote:
Try not to spend every bit of it before you hear the mission briefing. Sometimes you find yourself needing to book passage to someplace or buy cold weather gear.

This I fully understand.

RPG Superstar 2009 Top 32

D
W
A
R
F

Following the suggestions here, I have made some modifications to the character.

Amedeo Lanatus
Aasimar Male
Cleric of Asmodeus (Fire, Law)/Lvl 1 currently
Lawful Neutral (per PFS requirements)

Attributes
13 Str
10 Dex
13 Con
12 Int
17 Wis aasimar racial
16 Chr aasimar racial

Feat
Selective Channeling I believe that this would be necessary for a Negative Energy cleric not to accidentally kill his party

Traits
Isgeri Orphan Pathfinder Player Companion: Inner Sea Primer, p. 9
Fiendish Presence Guide to the Pathfinder Society Organized Play v4.3, p. 14

Skills (base + int + favored)
+10 Diplomacy Fiendish Presence trait & aasimar racial
+7 Heal
+5 Knowledge: Planes Synergizes better with Fiendish Presense
+5 Knowledge: Religion
+5 Perception aasimar racial No Ranks
+4 Sense Motive Fiendish Presence trait No Ranks
Languages: Celestial, Common, Infernal

Appearance
Amedao’s flawless cacasian skin, white hair, white pupiless eyes, and white halo, leave little doubt to his angelic blood. While his scholarly demeanor is obvious, the rigorous training of the Devil Nuns has left the young cleric with an attractive, athletic build.

Equally obvious is his alliance, with the red and black robes he favors, as well as the prominently worn unholy symbol of Asmodeus, Prince of Darkness.

Background
Amedeo’s first memories are of the Golden Erinyes orphanage that he grew up in, having lost or suppressed any recollections of his birth family. Thus did he grow up facing the cruel taunting of his fellow orphans and the harsh discipline of the Sisters. The discipline came naturally, the cruelty never quite took in his heart.

The Devil Nun’s order closed to him because of his gender, and his mental gifts clearly outshining his physical abilities, it was decided that he would best serve the Lord of Law as a priest. So Amedeo was sent to the temple in Logas where he began education as an acolyte of the Asmodeus.

Successfully, completing his training despite having difficulties with the darker aspects of the faith, his superiors, see that he would work well as an emissary to areas opposing the faith, decided to send him to Absalom.

Liberty's Edge

Yeah, command undead is what I should have wrote. I was copying from some advice I gave to someone else and his is positive energy.

I personally don't think the inflict spells are that great, but some people really go in for them in a big way. Especially if they are going the creating undead route.

Oh yes, 50 gps is 1/3 of your starting cash. But most of the level 1 scenarios are pretty easy as far as the actual fighting is concerned, usually not much missile fire, and you are not trying to be active melee I think. So you could get by with studded leather, wood shield, and club for just the first scenario. At first level 1 lucky hit, spell, or trap could take you unconscious. If you have a bunch of 1st scearios PC's, might be no one with a cure to give you.

Some people don't want to 'waste' there primary big gun channeling on a stupid swarm. Personal preference.

Up to you, but I usually have my feats planned out for up to level 9 or so. that way I kinda know where I'm heading. Of course that plan usually changes as I am progressing when I find something doesn't work as well as desired.

Shadow Lodge

Lord Fyre wrote:


Aasimar Male
Cleric of Asmodeus (Fire, Law)/Lvl 1 currently
Lawful Neutral (per PFS requirements)

Attributes
13 Str
10 Dex
13 Con
12 Int
17 Wis aasimar racial
16 Chr aasimar racial

There's a lot of MAD going on here, and too many odd stats. The 13 strength implies you're thinking about Power Attack down the road...but the low score and non-full BAB class choice will seriously eat into hit chances if you go that route (especially if you're not a Crusader archetype).

I'd go with 12s in the physical stats (i.e., the nutrient-dense 15,14,12,12,12,12 array), suit up in plate, and let touch-attack Inflicts paper over your attack bonus. (But tremble in fear of water encounters.)

A more mobile alternative dumps strength and boosts dexterity:
STR:07
DEX:14
CON:12
INT:12
WIS+17
CHA+14
...works well with mithral medium armor (keeps your move:30) and lends to archery (Searing Light, etc); spend the feat you were going to blow on Heavy Armor Proficiency on Weapon Finesse instead.

Quote:

Feat

Selective Channeling I believe that this would be necessary for a Negative Energy cleric not to accidentally kill his party
Good choice in hack-n-slash PFS.
Quote:

Traits

Isgeri Orphan Pathfinder Player Companion: Inner Sea Primer, p. 9
Fiendish Presence Guide to the Pathfinder Society Organized Play v4.3, p. 14

(I'm assuming that your Fiendish Presence is a Faction trait, as otherwise it is not legal to have two Regional traits.)

....this is a bit of a weak spot: clerics generally don't have a problem with fortitude saves (or dealing with the consequences of blowing one), and the Orphan trait doesn't do much either, since Diplomacy and Sense Motive are already class skills for your cleric, and with WIS and CHA as his two highest stats, he's well out-front and will stay out-front in those skills if he keeps maxing them (and if he doesn't, no +1 trait will matter in the long run anyway).

There are some very nice traits out there; shop around a bit. (Adopted rather than Orphaned -- who's Hellboy's foster-daddy? How about Dangerously Curious to put that high charisma to work with cheap arcane scrolls and prestige-bought wands?)

Quote:
Cleric of Asmodeus (Fire, Law)

Consider the sub-domain Fire(Smoke) ...because Fire Bolt really sucks.

Liberty's Edge

Lord Fyre wrote:
... I figured, unless there was going to be another healer, that I would be carrying cure spells. Since as a negative energy cleric, I cannot cast them spontaneously....

Just noticed this part. I would usually prep no more than 1 cure spell on a given day. This is really only for a desperate emergency. You can use a wand of CLW out of combat for everything else.

Consider the Contracts variant channeling from UM.

But I think there is an even better option since you are going Aasimar and concentrating on channeling. Look in the ARG at Channel Force (plus improved and greater). That really looks like fun, but I haven't had a chance to try it yet.

RPG Superstar 2009 Top 32

Sir Thugsalot wrote:
There's a lot of MAD going on here, and too many odd stats. The 13 strength implies you're thinking about Power Attack down the road...but the low score and non-full BAB class choice will seriously eat into hit chances if you go that route (especially if you're not a Crusader archetype).

Actually I was thinking about "weight"

A 13 strength has a Light Load of 50 lbs. (Medium of 100 lbs.)
A 12 strength only has a Light Load of 43 lbs. (Medium of 86 lbs.)

As it is, I am most likely to be in the Medium category anyway with the gear I expect to carry, so a 12 might not be so bad.

Sir Thugsalot wrote:
(I'm assuming that your Fiendish Presence is a Faction trait, as otherwise it is not legal to have two Regional traits.)

That is why I included the page references for the two traits. Yes, Fiendish Presence is a Faction Trait for Cheliax.

Sir Thugsalot wrote:
...this is a bit of a weak spot: clerics generally don't have a problem with fortitude saves (or dealing with the consequences of blowing one), and the Orphan trait doesn't do much either,

I was taking "Isgeri Orphan" more for background then mechanics, as I imagined that being an Aasimar in a Sisters of the Golden Erinyes orphanage would really be "less then fun." You are right though, there may be better choices, even with that background element.

Sir Thugsalot wrote:
since Diplomacy and Sense Motive are already class skills for your cleric, and with WIS and CHA as his two highest stats, he's well out-front and will stay out-front in those skills if he keeps maxing them (and if he doesn't, no...

The +1 trait bonus for Diplomacy and Sense Motive were from Fiendish Presence. It was also selected for background; but I will look again though.

Sir Thugsalot wrote:
Consider the sub-domain Fire(Smoke) ...because Fire Bolt really sucks.

I didn't think it was that bad.

Dark Archive

When you have the money, buy a Consecrated weapon. It only adds 150 gp to the cost, and you can add half your channel damage through your weapon. It's similar to the Channel Smite feat (except half damage), but without having to spend the feat on it. I also use a sanctified shield (+100 gp) which adds +1 to AC until you are struck in combat (or 24 hrs). It also requires you to spend one use of channel to activate. Great alternate uses for channeling... for those times when selective channel can't protect ALL of your allies....

- Pelios Baradin, cleric of Asmodeus


I also have a PFS Cheliax Faction Negative Channeling Cleric, but my guy worships Urgathoa, who in my personal opinion is by FAR the better choice for the build.

Let me explain.

First of all we have the Domains, or rather subdomains! The Undeath Subdomain gives you the rather nifty Death's Kiss ability. No longer do you have to fill your slots with Cure spells, just Death's Kiss your ally and let your Channels or Spontaneously cast Inflict spells heal them up. The Divine Subdomain of Magic is quite useful too (much more so than the ability it replaces anyway!) Give your nearby allies a floating +2 bonus to the roll of their choice for one round as a swift action is not too shabby!

And lastly (and this was a real selling point of the Goddess for me) there is the Urgathoa-only Feat called Shatter Resolve, anybody who fails their save against your Channel Energy becomes Shaken for a number of rounds equal to the number of damage dice in that channel (which they also take!)

Shadow Lodge

Lord Fyre wrote:
Sir Thugsalot wrote:
Consider the sub-domain Fire(Smoke) ...because Fire Bolt really sucks.
I didn't think it was that bad.

Fire Bolt is one of these "d6 + 1/2 level" damage effects which infest Pathfinder variants like a colorful but ineffectual Origami Swarm. Every Guide anywhere has them all a solid 'RED' for a reason.

In PFS, a PC who has successfully completed both missions could buy a wand of Magical Missile with prestige points (no cash) after the very first scenario.

Mirrel the Marvelous wrote:
And lastly (and this was a real selling point of the Goddess for me) there is the Urgathoa-only Feat called Shatter Resolve, anybody who fails their save against your Channel Energy becomes Shaken for a number of rounds equal to the number of damage dice in that channel (which they also take!)

...ooo: That's *really* good.


Well I don't think fire bolt is that bad (and the other ones like it), but they certainly aren't all that terribly special either.


I realise you were being sarcastic Sir Thugsalot, but consider the fact that when somebody is put two Shaken effects they are considered panicked, then that is essentially combat over for them. Add in the Quick Channel Feat at 5th level and not only have they taken more damage than a level equivalent Fireball, but if they failed their saves, and if they're even still alive, they'll be running for the hills leaving long trails of yellow fluid behind them.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / (PFS) Cheliax Faction: Cleric Build Advice All Messageboards

Want to post a reply? Sign in.