Best Area Blaster - is a cleric to sarenre !! and your still a cleric.


Advice


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Theologian (fire) 5, Divine Scion 10
Ifrit or Gnome (pyromaniac)
All fire spells are +1 level

Traits:
Gifted Adept (burning hands)
Missionary (+1 CL and DC for 3 spells- burning hands, fireball, ? )

Domain Powers are at +3 level - makes for a handy fire bolt power at low levels, a fire resistance test or to fill in time when your summons or toppling spiritual weapon attacks, never-mind fire resist 10 at 6th and 20 at 9th!

Burning Hands, Produce Flame and Fire Ball etc can be memorized at will with theologian.

Burning Hands is a good spell when you have decent AC and HD!
3d4 to a 15ft area at 1st level messes with mobs and swarms.

Once intensified and spell perfection kicks in can free quicken it and can add empower (2nd slot) along with a intensified fireball (5th slot) = ((10d4+20)x1.5) + 15d6+30 and 2 saves or staggered to an area !!!

Burning Hands (free intensify from theologian),free quicken from spell perfection, empower (-1 from trait) =+1 level only.

With 1st level spell slots doing an easy 10d4+20 and save or staggered!

Area Healing to save on spells and cleric/wizard progression for full flexibility and early access to those vital spells (remove blindness, curse,restoration,raise dead etc).. a role oracles crash out hard at the mention of: oracles = too little, too late!

Divine Scion (Pathfinder Campaign Setting: Inner Sea Magic) boosts SR vs evil, allows you to heal every time you blast!!
,+1 per die damage at 4th (+2 per die at 10th), DR and free stagger effect on every damage spell at no expense!!

Fire resistance is an issue but you still have all your normal cleric spells, just the ability to self entertain till you get those flame strikes, cold ice strikes, blade barriers etc

Mythic rules removes the fire resistance issue with fireball.

Some might prefer to invest their 'gifted adept' trait and the free intensify (5th theologian) on fireball. I find the low levels need more help (and area damage at low level above CR is well worth it) and at high levels I have no use for 1st and 2nd level slots often so prefer to boost these spells before higher spells! Can always double up on spell perfection.

Playable 1st to 20th and fulfills multiple niches in any party.


+4CL from Prayer Beads

Auto Maximize Spell with incense of meditation for those 'boss' fights.


I can't find the missionary trait, except for the legacy of fire campaign trait, which doesn't do what you say it does


It's the Outlander trait (campaign - Rise of the Runelords), with the missionary selection:

Quote:

You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here.

Pick one of the following reasons to be a newcomer to Sandpoint.

[...]
Missionary
You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia—what that need is, though, you’re not quite sure.

Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.


The Outlander is a campaign trait, and an overpowered one at that. It's unlikely to be allowed outside the campaign it's written for. (On top of that, I don't think Domain spells are considered to be on your class list, so they wouldn't be legal choices for the trait.) They are, as far as I know, the only traits that will let you get a CL increase on a spell above first level.

A Theologian can be a decent fireballer, but isn't "the best" blaster. The Divine Scion bonuses are nice, but you're paying a two-feat tax to get into it, and to be really good at blasting, you can't spare them.

Guide to making an excellent blaster using an Admixturer Wizard. Much of the advice in here can be applied to blasty Sorcerers and Theologians as well.

Dark Archive

My concern with Divine Scion is that its extra damage dice only applies vs. creatures of a specific alignment subtype, which will probably be [evil] or [chaos]. So in a significant number of combats, divine scion won't be useful at all. The healing on spells is also cute, but too low to matter until L10 in the PrC.

So yeah - good build for sure, but I think it would work best in a campaign with lots of devils or another specific outsider as a foe.

Silver Crusade

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Wrath of the Righteous anyone?

It's a nice build, but the best area blaster is a properly built admixture wizard with possibly a 1 level dip for cross blooded sorcerer (orc/draconi).

Scarab Sages

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Aasimar Thundercaller at Level 10

7d8 Sonic Damage, Fort save or be Stunned. Save and still take 7d8. Can be used twice per round. No SR due to it being a Supernatural ability. 22+CHA/day (aka, Rounds of Bardic Performance).

So possibly in 1 round, 14d8, 2 Fort Saves.


Sure, Wrath of the Righteous will have tons of evil outsiders - who are almost all going to be fire resistant. That AP is even more of an argument for playing an Admisturer over a Fire Theologian.


Thundercaller is nice but the DCs are'as soundburst' and there is no way to boost it - so the stun becomes unlikely.

There is nothing stopping you from dipping a level into crossblooded sorcerer to +2 per die.

That said full cleric casting a level earlier is probably better and as well as being a blaster your still a full cleric! As opposed to being a bard or a lesser armored, squishy wizard.

Most opponents in modules (practically all) are evil.

Scarab Sages

Being that it is a Supernatural Ability, it would run similar to how a Witch's DC of a Hex or a Cleric's DC of a Domain runs: 10 + 1/2 Class Level + Modifier. When it stated that it allows the same saving throw, it refers to the Fortitude instead of the other two types. So at Level 10, the Thunder Call is DC 15+CHA (by Level 10, usually bards are running at least 20 Charisma).


insaneogeddon wrote:
Most opponents in modules (practically all) are evil.

Sure. But they aren't mostly [Evil]. Alignment subtype is much less common than simple alignment.

Silver Crusade

Needs a way to do something besides fire damage. Perhaps Elemental Spell?

Scarab Sages

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Interesting you should bring this up now - I noticed the potential of a Theologian of Fire (or perhaps better yet, Ash) only a few days ago. However, if what you want is destructive power, why be a Cleric of Sarenrae when you could be a Cleric of a non-Good power of fire like Asmodeus, Moloch, Ymeri, Lady Nanbyo, or Yamatsumi? Then you could channel negative energy!


Thundercaller is definitely not clear. As written its specific "spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw)."

Same saving throw even if we want it different.. the su instead of sp thing makes it open to argument. Its a DM call in that case which is never good for builds and can use in anygame.


insaneogeddon wrote:

Thundercaller is definitely not clear. As written its specific "spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw)."

Same saving throw even if we want it different.. the su instead of sp thing makes it open to argument. Its a DM call in that case which is never good for builds and can use in anygame.

I know this is just further derailing but I don;t get how people come up with this. Look at the spell. Look at the line that says saving throw. Its says "fortitude". That is what the ability inherits from the spell.

Difficulty check is not the same thing as saving throw. Not even close. DC can not be inherited from the spell because Dc is not related to the spell at all. DC is from caster ability score and spell level. None of which are inherited by the ability.

Dark Archive

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The issue is:

*15d6+30, as cool as it sounds, is "only" AE: 82 damage (save for half) with 2 more saves for effects. While that may "sound" cool, remember you're at level 15.... the archers can put out 200+ damage on a single target, which is far more significant.

*This character sucks pretty hardcore until they get there. This is a many level game... starting a character @ high and saying "wow" misses that they are a mediocre blaster cleric until then. Once Spell perfection kicks in, things start unhinging in the game... and there are a lot better things you can be doing than a little extra damage with a fireball.


Thalin wrote:

The issue is:

*15d6+30, as cool as it sounds, is "only" AE: 82 damage (save for half) with 2 more saves for effects. While that may "sound" cool, remember you're at level 15.... the archers can put out 200+ damage on a single target, which is far more significant.

*This character sucks pretty hardcore until they get there. This is a many level game... starting a character @ high and saying "wow" misses that they are a mediocre blaster cleric until then. Once Spell perfection kicks in, things start unhinging in the game... and there are a lot better things you can be doing than a little extra damage with a fireball.

Its actually ((10d4+20)x1.5) + 15d6+30) so its a little more than that.

Further 2 saves for locking down foes into irrelevance is hardly 'effects'.

Its also to an area unlike archery. Besides comparing to one of THE top DPR damage builds is just .... yeah whatever.

All area damage builds are shown at high level (higher than this one as dazing spell is VERY costly).

The build has a bunch of fire bolts and a 3d4 area blast from 1st - hardly a "mediocre blaster that sucks hardcore till it gets there".

Nevermind its still cleric. Do clerics suck? Do full casters suck? lol

Really sooner or later someone has to/will play a cleric and this is a pretty good way to fill the role and not get bored as your also playing one of the funnest characters: "fire ball ground zero" Nuclear Dan Style


I'm pretty sure a blaster sorc or wizard can outblast this. The prospect of cleric defense is cool though.


If you really want to chase damage the one level sorc dip for a double bloodline nets an extra +2 per die and can still qualify for 'divine Scion' at 6th. Realistically its not needed and not worth giving up spells a level earlier. If your in a party with a goblin gunslinger, a zen archer, a synthesist paladin etc its worth it but probably not worth playing that game when you know the outcomes and there is no challenge and no need for wit while playing only before play while planning your build.

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