[PFS] Wis based Reach Cleric?


Advice

Liberty's Edge

Hello,

I'm currently debating on the difference between a Wis Cleric w/ Channeling (Wis primary, Cha secondary) and a Wis Cleric w/ reach. My objective is for my Cleric to be primarily a caster and to fill a secondary useful role (I.E. Channeler or Reach build)

So far my thoughts are:

Reach Build:

Race: Human

Stats
Str: 10
Dex: 14
Con: 15
Int: 7
Wis: 16 + 2racial = 18
Cha: 12

Levels
1) Cleric 1: Bab +0, Channel Smite (lvl 1), Guided Hand (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Combat Reflexes (lvl 3)
4) Cleric 4: Bab +3, +1 Con
5) Cleric 5: Bab +3, Selective Channel (lvl 5)
6) Cleric 6: Bab +4,
7) Cleric 7: Bab +5, Quick Channel (lvl 7) requires 5ranks Know Religion
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +6/+1, Free (lvl 9)
10) Cleric 10: Bab +7/+2,
11) Cleric 11: Bab +8/+3, Free (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Wis

Compared to my alt:

Channel Caster build:

Race: Aasimar

Str: 10
Dex: 10
Con: 13
Int: 12
Wis: 16 + 2racial = 18
Cha: 14 + 2racial = 16

1) Cleric 1: Bab +0, Selective Channel (lvl 1)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Improved Channel (lvl 3)
4) Cleric 4: Bab +3, +1 Con
5) Cleric 5: Bab +3, Quick Channel (lvl 5) –5 ranks Knowledge Religion
6) Cleric 6: Bab +4,
7) Cleric 7: Bab +5, Spell Focus: Evocation (lvl 7)
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +6/+1, Greater Spell Focus: Evocation (lvl 9)
10) Cleric 10: Bab +7/+2,
11) Cleric 11: Bab +8/+3, Extra Channel (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Wis

The first I feel is a little more stat starved, and I didn't feel like I should tank 2 stats. Str is at 10 for carrying weight since it would only affect damage as Guided Hand would use my Wis for atk bonus.

Just at glancing I feel that my 2nd build is still more powerful and I feel bumping up Str in my 1st build will hinder my casting (which with Guided Hand doubles to make sure AoO's hit) and only help with a point or two of dmg at most which doesn't seem worth it.

Any suggestions, thoughts, or feats I'm missing with first build?


If going reach, then you really cannot focus on channeling. I like the idea of focusing more on the reach aspect, but you have to remember that guided hand requires you to use your favored weapon, so you have to find a deity that has the domains you like and has a favored weapon that is also a reach weapon or this whole notion is all for naught.

STR 10
DEX 14
CON 14
INT 10
WIS 18
CHA 10

Is most likely the best stat line for this game type. 10 STR to avoid encumbrance issues, INT 10 because skills matter even if you are a human, and CHA 10 because you don't wanna go negative and lose out on channels.

Remember that at later levels you can pick up a guided weapon and can retrain that guided hand feat into something else, possibly even weapon proficiency.

Liberty's Edge

Thanks "master marshmallow", Would dropping Wis to 17, and then upping Int to 12 and Str to 11 be more beneficial? I feel with the 3 stat increases (Lvl 4, 8, and 12) I'm missing out without having 1 odd numbered stat. This is for PFS btw.

Also, you brought up a good point with Guided Weapon, would it be better to not get Channel Smite & Guided Hand and just use Guided weapon property? Seems like I could save a few feats here and pickup Heavy Armor Proficiency and something else?

EDIT: The stats you provided came out to 22point stat buy, which I'm stuck with a 20point stat buy in PFS. Wasn't for sure if you noticed this but either Int or Cha would need to take a 2 point hit unless I lower Wis to 17.

Scarab Sages

Guided weapon enchantment is not PFS legal. Also, since you can only use Guided hand with your deity's favored weapon, that pretty significantly limits your deity choice. If you want to actually use the Channel Smite pre-req to offset your lack of Str bonus, then you need to be neutral and worship a neutral or evil deity, which further restricts your options.


Didn't know it was for PFS, scratch the guided weapon bit.

If you are going Guided Hand, you are gonna want to pick a deity with a reach weapon.
My search-fu is on the fritz otherwise I would be able to provide a list of them with domains.

Give it time, I am currently in the process of moving so the production value of my posts may drop in the next couple days.

Scarab Sages

I'll give some deity choices, but I'm likely going to miss a few. If you are only using Core gods due to not owning the books you are stuck with Shelyn and Calistria, and you need to take whip mastery with Calistria.

Good:
Shelyn (Glaive)
Neshen (Ranseur)
Tsukiyo (Longspear)
Arqueros (Longspear)

Neutral
Calistria (Whip)

Evil
Baphomet (Glaive)
Xoveron (Ranseur)

Liberty's Edge

Whips wouldn't work due to the multiple feats required to threaten. The cost wouldn't be worth it. Some of the Good deities seem interesting and I'd be tempted to pick up the Chronicles of Righteous or Dragon Empires Gazetteer to select one of them.

Maybe the below stats would be better for a Wis based Reach Cleric:

Stats:

Str: 10
Dex: 14
Con: 15
Int: 14
Wis: 15 + 2racial = 17
Cha: 7

+1 to Wis at 4, +1 to Con at 8, +1 to Cha at 12
+5 skill points per level as Human

How does this look compared to the Caster/Channel build mentioned in my first post?

Silver Crusade

I suggest your reach builds will be more effective if you swap things around a bit. Swap your 14 DEX and 10 STR for 14 STR and 10 DEX. Swap Combat Reflexes for Power Attack. You only get one AoO, but that's still most of AoO chances you'll ever get, and it will hit harder and more frequently. With a 10 lowly STR you have to buff up mightily for foes to even notice your AoOs.

With just 14 STR, Power Attack, & your Cleric buffs you can achieve very respectable attack and damage bonuses. Here's how you do the numbers. The build investment is quite low, considering the combat utility you get.

What I'm saying is that you will be more martially effective if you switch Combat Reflexes for Power Attack, and swap your 14 DEX for 14 STR. You can even dump DEX, and you still get one AoO. You'll never be a mighty martial hero, but you will contribute your share of martial damage while still doing something else every round.

Liberty's Edge

Well I decided to alter my stats since stats are so tight for a Reach Cleric.

Reach Cleric:

Race: Human (+2str)
Character Alignment: undecided
Deity: undecided
Domains:
* undecided
* undecided
Traits:
* Reactionary (+2 initiative)
* Birthmark

Stats
Str: 14 + 2racial = 16
Dex: 15
Con: 14
Int: 12
Wis: 14
Cha: 7

Levels
1) Cleric 1: Bab +0, Improved Initiative (lvl 1), Combat Reflexes (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Power Attack (lvl 3)
4) Cleric 4: Bab +3, +1 Dex
5) Cleric 5: Bab +3, Extend Spell (lvl 5)
6) Cleric 6: Bab +4,
7) Cleric 7: Bab +5, Pushing Assault (lvl 7)
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +6/+1, undecided (lvl 9)
10) Cleric 10: Bab +7/+2,
11) Cleric 11: Bab +8/+3, Divine Interference (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Cha

* 4 Skill points per level
* 8 hp per level
* 4 AoO’s per round / 3 AoO’s if Enlarged

Other Feat options? Lunge, Death or Glory, Furious Focus, or Toughness.

I thought about it for a while and Guided Hand wasn't going to work. With decent Str I can use a sling (with different ammo to bypass DR) plus I'm not having to worry about encumbrance.

How do those stats look? I could tank Int lower but I'm afraid I'll be pretty useless in PFS with only 2 skill points a level compared to 4. Dex is 16 at lvl4 so I can still get 3 AoO's while enlarged.

1) Is 16str enough?
2) Is Pushing Assault worth getting? Can it be used on AoO's?
3) What other feats are worth getting? I don't have many open feats...
4) Thoughts on Deity & Domains? I like Abadar for the Defense+Trade domains. Any good combos for Tactics + ___ or Growth + ____?

Liberty's Edge

*chirp*


I'd be tempted to swap Extend Spell and Pushing Assault for feats to improve summoning, OR get combat expertise and improved trip. Dex 14 should be fine - you can enhance it with magic items to sufficiently high levels.

Liberty's Edge

Since I'm playing PFS I'm afraid that the GM's will require me to own the Bestiaries for summons and I'm a bit concerned that the stats and buffs for summons will bog things down a lot.

I'm not sure how useful Pushing Assault would be. I figure that Extend Spell will allow me to make 10min and 1hour duration spells last twice as long but I guess I could get a couple Extend metamagic rods instead?


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Something to keep in mind with a reach cleric is that you'll quite often be fighting from the second line, especially in PFS where there's a glut of primary melee combatants. Which means you'll be a 3/4 BAB character with a mediocre strength and a -4 for soft cover.

Sczarni

My case for Dex 13+

1) Combat Reflexes requires a 13 Dex
2) You use your standard action for something along the lines of -Luck or Fate- Bit of Luck (Until the end of the round, whenever the target would roll 1d20, roll 2 and take the better result)
= Two to three (with a 14 dex) AoOs with 2 rolls, select the better, to hit and two rolls, select the better, to confirm crits is amazingly good. Horrifyingly so.

My case for Half Orc + Sacred Tattoo + Fate's Favored (Trait) + Mindlessly Cruel (Trait).

1) +2 to Fort, Reflex, and Will saves, for one racial trait, and one Trait. That is the equivalent of three feats. . . for giving up the Orc Ferocity racial trait, and one of your two traits. . . Seriously worth it, IMHO.

2) Divine Favor is a +1 Luck bonus to Attack and Damage Rolls. You can get along well enough with a lower Str, allowing you to focus more on Wisdom.

3) Mindlessly Cruel Trait - +1 to Damage Rolls if you have a Moral Bonus to Attack Rolls - See Bless.

Net result with Half Orc:

+1 Attack Roll +1 Damage Roll for Bless pre boss-fight.
+2 Attack Roll, +2 Damage Roll for Divine Favor as first round spell in boss-fight (Hopefully in Surprise Round).

= +3 Attack Roll, +3 Damage even with a 10 Str. With Bit of Luck, you are rolling the d20 twice, and picking the better roll as your in-combat Standard Action, every round. . . ( Bit of Lick will also give you 2 d20 rolls on saves.)

Make sure to Maximize your Perception so you can act in surprise round to get off those buffs!

Liberty's Edge

I agree Akinra on 13+ dex. I was debating on 14 or 16 (16 if using Enlarge Person often for 3 AoO's). I could still UMD it but taking one of the domains for it seems like a "no go" for me.

I did see a thread on Half Orc + Sacred Tattoo + Fate's Favored. I'm not seeing how Mindlessly Cruel's +1dmg is more useful than Reactionary, Dangerously Curious, Magical Lineage, or Force for Good (+1cl to good-aligned spells)? Wouldn't +1cl to "good" spells increase the duration and possibly the bonuses for a bunch of spells? Seems like a +1dmg bonus that affects 1 cleric spell doesn't help very much but maybe I'm overlooking it.

I agree the +2resists are a big bonus. How would I structure my feats though? lvl1 - Combat Reflexes, lvl3 - Imp Initiative, lvl5 - Power Attack?

Also, great thinking about the Luck domain. If I go this route I'm looking at either Desna, Magdh, Nivi, Shelyn, Kofusachi, or Kurgess. It seems the Law domain would work the same as it would treat all D20's as auto 11's for AoO's.

Silver Crusade

Makarion wrote:
Something to keep in mind with a reach cleric is that you'll quite often be fighting from the second line, especially in PFS where there's a glut of primary melee combatants. Which means you'll be a 3/4 BAB character with a mediocre strength and a -4 for soft cover.

My experience has been different. My reach Clerics very rarely attack from the 2nd rank. Same for most that I GM for in PFS. They are generally forward, fishing for AoOs. That's rather the point. Sometimes it doesn't work, though.

If a melee Cleric can't buff up, then mediocrity is the rule. Buffed into Clericzilla the stacked to-hit and damage bonuses are comparable to a full BaB melee specialist, even with a relatively low strength. E.g. A 5th level Evangelist Cleric with 14 STR can self-buff into something like +12 to hit for +18 damage.

Liberty's Edge

Any thoughts on good or unique feats that would fit in well with a Reach Cleric?

I'm still debating on Half Orc. Is there any other races or ways to get Luck bonuses that Fate's Favored would stack on besides items?

How good is a lvl1 Bless spell that adds +1atk +1dmg? For a standard action it doesn't seem like it's that strong unless you don't have any other buffs to cast.

Thoughts on Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 7 stats for Reach Cleric? Any suggestions to better omptimize these stats?

Liberty's Edge

*chirp*


Kyoko Hitomu wrote:

Any thoughts on good or unique feats that would fit in well with a Reach Cleric?

I'm still debating on Half Orc. Is there any other races or ways to get Luck bonuses that Fate's Favored would stack on besides items?

How good is a lvl1 Bless spell that adds +1atk +1dmg? For a standard action it doesn't seem like it's that strong unless you don't have any other buffs to cast.

Thoughts on Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 7 stats for Reach Cleric? Any suggestions to better omptimize these stats?

Bless doesn't add to damage. You'll want Divine Favour, and later Prayer.


here's the problem with a Reach Cleric in PFS.

1) Space. About a quarter of the encounters in PFS take place in small spaces. Limiting the number of people getting around what you want to hit.

2) Your allies providing cover to your target. If you can't draw a straight line from one of your corners to all four corners of your target. That target has cover. Which being a 3/4 BAB class, that cover hurts!

Stats for your Reach Cleric (or any melee cleric)
You don't really need to start with a 18 WIS. 14 WIS is good enough but I usually prefer a 16 WIS. Put those extra points into either your STR or DEX.
By the time you can get the bonus spells for a 18 WIS you should be able to afford a WIS stat bump item.

Spells -
BIG fan of Obscuring Mist. It's all about know when and how to use it as it can shut down a lot of attacks/spells.

Here's a off the wall idea for you -

go with Erastil as your deity
Grab a Longbow as your main weapon.
Then go with the domains Good (CRB) and Growth (Sub-domain for plant - APG)
just remember, if you enlarge yourself and plan on using a bow, you'll also need to carry around some large arrows (not on you when you cast spell) as separate ammo.

Liberty's Edge

14wis with 2 stat increases (lvl 4 and 8) is plenty for PFS since the highest spell you'll ever cast is 6th level.

I honestly don't like Erastil. I think Longbow is a pretty bad choice for a Reach/Str Cleric. A sling is a better and cheaper option all around. "Good" domain I'm not impressed with. Growth domain is nice but not really seeing any good combo deities with it. Deities I'm currently debating between.

Kurgess - Luck / Travel
Calistria - Luck / Deception
Desna - Luck / Liberation or Exploration
Shelyn - Luck / Defense
Kofusachi - Luck / Exploration or Trade

Using the Luck domain along with Half-Orc Sacred Tattoo + Fate's Favored and Half-Orc's Cleric favored bonus seems pretty good. The second domain is a toss up between Travel (Exploration / Trade), Liberation, Trickery (Deception), and Protection (Defense) for what 2nd domain would benefit me the most.


If you go with the Luck Domain, it's pretty powerful, but limited. As it allows the rolling of two D20 and tossing out the lowest for the whole round. That's 6 seconds, effects attack rolls, skill checks, and saves for that round.
Limited in that it does not effect any rolls for actions that take longer then a round, 6 seconds.

Just wanted to point this out as I've seen it played wrong a number of times. As in being limited to just one roll or used for a action that takes longer then 6 seconds, 1 round, such as a normal diplomacy check.

Liberty's Edge

Luck domain's power states that it affects all d20 rolls for 1round. I'd be moving to the front of a fight and using this ability after being set up for AoO's. 3 enemies come in and all provoke AoO's and I roll 2 d20's for each AoO. Acrobatics back, cast a spell or use the ability again and wait for incoming AoO's to be provoked. The amount of times per a day to use the ability is limited but as a Half Orc you can use the Favored Bonus to up the daily uses. At level 12 that's 6 extra uses per day which doesn't seem too bad.

Liberty's Edge

It's a big tossup between Human and Half-Orc. Humans have +1 feat and +1 skill point per level but Half-Orc gets +2resists with Sacred Tattoo + Fate's Favored. I could get the +1 skill point per level back but I'd lose Darkvision. What do you guys think would be best? Playing a Str based Reach Cleric now...(Wis based just doesn't work..well enough)


Not sure the power Bit of Luck works on yourself. Plus I usually find it works better if you can give that power to a ally that has lots of attacks.

Liberty's Edge

After searching the forums it seems everyone believes Bit of Luck can be used on yourself. Also, if I'm enlarged via Enlarge Person then I've got a 15' reach and 3-4 AoO's per round so being able to roll two d20's for any enemy that moves more than a 5' step seems to be worth it more than giving it to someone else most likely. It's a mind game for the enemy because they know if they try to advance they will eat a bunch of attacks. If there's someone better to give Bit of Luck to I always have the option to so that's a moot point.

My main concern is whether Human or Half-Orc is a better choice. Listed the differences above but I'm having a hard time weighing which is greater. The Half-Orc favored bonus for Cleric is great but by level 12 I'm missing 12 more HP if I went Human and took the +1hp per lvl. 1 less skill point per level adds up and losing a feat slows down my effectiveness and crunches my feat selection a bit. But Half-Orc has Darkvision, more times to use Bit of Luck and +2 fort, reflex, and will saves via the combo seems pretty helpful. (Or I could lose Darkvision and get my +1 skill points per lvl back).

Anyone feel free to comment and let me know what race you'd pick. Human or Half-Orc. Thanks!


There's really only 2 main reason for going Half-Orc.

(1) Darkvision. Not really needed as a Divine caster as you have access to Light spells and later on Daylight. You will probably end up casting these spells anyway to help the party.

(2) Weapon Access. Half-Orcs get access due to their racial profile to some decent weapons. If you want access to these weapons and you're class doesn't allow it, it's a nice work around.

The Half-Orc Cleric Racial leveling option you mentioned. While it looks nice on paper, you usually wont need that many of them. When you use these domain powers, you usually can't use spells in the same round.
The Resistance bonus you're talking about is, I'm assuming, coming from the Protection Domain. I do not believe these Resistances stack with a cloak of resistance as they look like they're coming from the same type of bonus.

So, from my point of view, I'd probably go with Human.


I'd be tempted to go with -
Deity: Shelyn
Domains: Luck and Love

Need the APG for the Love domain.

Silver Crusade

Kyoko's interpretation of Bit of Luck is correct. Yes, you can use it on yourself. It runs out at the start of your next turn and takes a standard action, so you can't normally buff your own-action attacks but it does apply to your AoOs. Here are some ways to use it.

Liberty's Edge

Concerning Armor: Here's the stats I went with: Str:14, Dex:16

I'm not taking Armor 'Expert' unfortunately as my traits are too thin (need to use traits on other things). What armor should I grab at 1st level and what should I aim for since I have a +3dex mod? Am I best off using Light Armor at first and grabbing Medium Armor later?


Mithril

Liberty's Edge

lol, mithral what? Should I be using a light armor at level 1 or a medium armor, recommendations? I'm maxing Acrobatics so penalties might hurt quite a bit. Should I get a medium armor and just roll with the speed decrease and AC penalties?

Scarab Sages

Leather Lamellar is what you should be using at level 1. It's light armor, +4 AC, Max Dex +3, only 60 gp, and decent ACP of -2.


When you say 'primarily a caster', what does that mean? Buffer? Healer? Summoner?

I've been helping someone put together a reach Cleric (though not specifically for PFS play) who's primary roll is as a buffer and he's pretty sick. Let me know if you'd be interested - he's an Evangelist with the Heroism Domain with a few other tricks up his sleeve.

Opening round of combat at 8th level:

Swift action - activate Aura of Heroism
Move action - begin Inspire Courage
Standard action - cast Protection vs. Evil, Communal
Total bonuses for the party: +4 attack, +2 damage, +4 saves, +2 AC, +2 skill checks

After that you can attack, buff, heal, whatever... but be warned, this character would not serve effectively as a group's primary healer. He specializes more in defeating foes quickly so that the party needs less healing overall.

Liberty's Edge

I've actually decided to shift to a rounded reach cleric with Feather/Growth domains from Erastil. I chose stats: str14, dex16, con14, int12, wis13, cha10. Starting with 16dex since I'll have swift action Enlarge Person ability and the Enlarge Person domain spell it will increase my Str to 16, and my Dex down to 14 (allowing me to have 3 AoO's per round and threaten 15' and 20' areas).

Evangelist seems to be really useful but I'd lose out on my Animal Companion or my Enlarge Person access which I'm not looking to let go of either of those. :/

@Imbicatus - Thanks for the suggestion in response to my question earlier. :)

Liberty's Edge

Since I'm using Enlarge Person often, would 14str/16dex be better than 16str/14dex?

16str
* Higher carry weight
* +1 atk/+1 dmg
* +1 to str skill checks

16dex
* +1 more AoO per round (total of 3 when enlarged)
* +1 initiative
* +1 reflex save
* +1 to dex mod AC
* +1 to dex skill checks

Just trying to figure out if going 14str, instead of 16str, is going to hurt me too much.

Silver Crusade

Kyoko Hitomu wrote:

Since I'm using Enlarge Person often, would 14str/16dex be better than 16str/14dex?

I've been wrestling with this same question. I don't know the answer.

Normally it's rare to get all 3+ AoOs. A swift-action-enlarged polearm combatant has a great chance to get a lot of AoOs, though.

I'm leaning towards only 14 DEX, occasionally missing an AoO, and hitting a bit harder. Only having two AoOs, not three, is a lesser lock-down effect. It's a tough call.

Liberty's Edge

Well....much wrestling has been going on to try and get this Cleric setup. I think I'm pretty much finished here.

Separatist Cleric:

Race: Human (+2wis)
Alignment: NG
Deity: Kurgess (NG)
Domains:
* Trade
* Growth, Secondary with penalty
Traits:
* Dangerously Curious
* Reactionary

Stats:
Str: 14
Dex: 14
Con: 14
Int: 12
Wis: 17 (+2wis from racial included)
Cha: 7

Level Progression:
1) Cleric 1: Bab +0, Improved Initiative (lvl 1), Combat Reflexes (human)
2) Cleric 2: Bab +1,
3) Cleric 3: Bab +2, Power Attack (lvl 3)
4) Cleric 4: Bab +3, +1 Wis
5) Cleric 5: Bab +3, Additional Traits (lvl 5)
6) Cleric 6: Bab +4,
7) Cleric 7: Bab +5, Quicken Spell (lvl 7)
8) Cleric 8: Bab +6/+1, +1 Wis
9) Cleric 9: Bab +6/+1, undecided (lvl 9)
10) Cleric 10: Bab +7/+2,
11) Cleric 11: Bab +8/+3, Divine Interference (lvl 11)
12) Cleric 12: Bab +9/+4, +1 Wis

Additional Traits at 5th lvl:
* Fate's Favored
* Wayang Spellhunter: Divine Favor

Which gets me setup for 7th level when I can cast a 4th level Quickened Divine Favor spell for a +4atk/+4dmg boost.

I think 14str is lowest I can go without making a Reach Cleric build worthless. 14dex for all the dex goodness and for 2 AoO's a round when Enlarged. Anything lower than 14con seems really dangerous for a reach cleric build. 12int for 4skill points a level so I'm not the dumb cleric that can only tumble and spot things. I feel the 17wis (18wis @ 4th lvl) allows me to cast offensive spells with respectable save DC's. Unfortunately Charisma is the stat that I'm forced to dump.

Why go Separatist Cleric?:
I can't find any deities that offer both Trade and Growth. How do I fix that? Take the Separatist archetype and pick Growth as 2nd domain. Kurgess seems to fit this perfectly. (Abadar and Kofusachi also do, but Growth in the Wealth/Prosperity sense.)

The Trade domain just seems so powerful to not take.

Growth is IMO a powerful domain for a Reach Cleric. 'Enlarge'/Enlarge Person increases Str, weapon dmg size increase, and threat range of my Longspear. Separatist archetype reduces my 'Enlarge' ability by 1 use a day and also effects 'Bramble Armor'. -1/day Enlarge and the crappy 'Bramble Armor' ability taking a hit doesn't seem like much of a penalty.

****So a few questions I still have****

1) What 9th level feat would be best to increase my Caster side? I'm taking Quicken Spell at 7th but it will be limited throughout my PFS career, except for 4th lvl Quicken Divine Favor. Any good 9th lvl candidates?

2) Am I crazy thinking Trade is one of the best Domains? 9 hours of flying with 'Overland Flight' seems insane, and miles above the spell 'Fly'. Also, Clerics don't usually have flight options. All the other spells, bonus MoveSpeed, and Dimensional Hop seem pretty great also.

Only domains I'd think would be as good would be Luck domain or Defense domain and then I'm stuck being "grounded". :(

Silver Crusade

Domains Travel and Feather give Fly as a Domain spell, as go Azata (Chaos & Good). A few other domains offer ways to fly.

May you have a long, prosperous,and enjoyable PFS career!

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