Ideas for a bard / cleric to Shelyn


Advice


Pathfinder Adventure Path Subscriber

Looking for ideas more for concept and not power level as I don't think these classes mesh well with each other. I am planning on using a glaive and leaning towards the defense and love domains.

Grand Lodge

Evangelist Reach Cleric using a glaive. Tada Sadly you get 1 domain...but you get bardic performance and Cleric spells.


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You could use the Variant Multiclassing options from Unchained, which give you some of the bard abilities in exchange for half your feats. Clerics tend to be kinda feat-starved, though.

Grand Lodge

why give up any feats with the Evangelist Archetype that exists? It is Part bard and Part Cleric...yet it is one of the most powerful options for a cleric? Unless you just like shooting your own foot and calling it for flavor reasons.


I'd tend to go with Fruian with this one. Evangelists are very powerful and have a decent amount of Cleric/Bard crossover. You'll never be a skill monkey though. Putting skill points in Perform (Dance) or Perform (Sing) for example seem appropriate for a Cleric of a goddess of beauty.

Scarab Sages

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Should you decide to non-variant multi-class there is a specific feat for your exact situation.
Divine Expression

Silver Crusade Contributor

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Fruian Thistlefoot wrote:
why give up any feats with the Evangelist Archetype that exists? It is Part bard and Part Cleric...yet it is one of the most powerful options for a cleric? Unless you just like shooting your own foot and calling it for flavor reasons.

Well, maybe you still want a glaive, two domains, and medium armor.

Don't disregard a color on your palette - you need every hue to paint the world. :)

Liberty's Edge

VMC also helps you out on skills a little via Lore Master, Bardic Knowledge, and Versatile Performance.

Not sure if it's worth it for the Feats, but I guess all you really need on a melee Cleric is Combat Reflexes at 1st and Power Attack at 5th...

Silver Crusade Contributor

Also important to note is that, while VMC might lack some class features, the bardic abilities the VMC grants will keep progressing without any loss of cleric spellcasting. :)


Or just be a Bard, and call yourself a priest.

Grand Lodge

Quote:
Looking for ideas more for concept and not power level as I don't think these classes mesh well with each other. I am planning on using a glaive and leaning towards the defense and love domains.

I will atleast give you a few builds showing the Strength of the Evangelist Archetype. The archetype has a heavy bard feel to it already. Armor should never be an issue on a cleric. Most the community is split on this as the die hard 3.5 players tend to think clerics need that heavy armor. But Pathfinder clerics can do fine in light armor and still achieve good AC. Being a reach cleric really helps.

I do recommend Variant Channeling. Channeling is a sub par ability for a cleric because Oracles do it better and in pathfinder Damage will always outweigh healing so playing a reactive healer is a very bad playstyle. It caters to bad strategy making and bad in combat decisions. Your party mates will tend to play more recklessly if they know you're going to heal every scratch they get. People tend to think a dedicated healer fixes most groups but people need to get better at group make up instead of press ganging someone into playing the group band aid. Most healing can be done between fights with a wand of cure light wounds or if you like the Boots of Earth you can heal yourself with that both in and out of combat. A few Variant channeling abilities of note Beauty to harm synergizes with the Evangelist Enchantment line of spells. Luck is not bad as it does the same thing as any save is a d20 roll. Air is nice if you can get a DM to agree that it affects 5-foot steps since their movement is halved making it harder to move. If you can convince him of it this makes a reach build just Brutal making it impossible to 5 foot step you and forcing them to count it as a move through your threatened square.

The biggest 2 losses of the archetype are:
Going to 1 domain. This is a loss as it narrows your domain spell selection and you don't get 2 different domain powers. But if you pick up the right domain you may not miss it as much as you think.

The other thing you lose is the ability to spontaneously cast a Cure spell. But to me who likes to abuse command and likes the evangelist list of spells this is a fine trade off. My typical firstbuy is a 750g wand of cure light wounds. I then prepare only a couple cure spells of higher levels for emergency situation only. Combat healing tends to be ineffective unless the Dedicated frontliner is about to drop and you are no where close to killing the creature smashing him to bits. Basically only to save a life. Its not a big lose to more advanced players but to newer players this might seem like a crippling give away. But I assure you it is not. Commanding a creature to Drop or Drop it's weapon may end the fight faster and keep your fighter safer than a single cure light wounds. Weigh your options.

Build 1 the heavy combat build:

This build focuses on be very competent in melee and uses your casting to summon creatures to help flank and control the field. This build will have just all around good damage output.

20 point buy:
Str: 16, Dex: 13, Con 14, Int: 10, Wis: 15, Cha: 10

Ideal Traits: Fate's Favored- Because you're doing the melee thing Divine Favor/Power is going to be a bread and butter spells for you and I am sure you will prepare a prayer or 2 in your lifetime.
Transmuter- +1 CL on all transmutations and extends one Animal buff on you. Early game it is hard to choose between a belt of Str or a Headband of Wis

Domain:
Purity Domain (Protection sub domain) The 8th level ability of the protection domain just sucks. By 8th level most players have a ring of protection +1 or better. One more level your communal resist energy will give 20 resistance. Replacing it with an ability that gives a target the ability to reroll saves against ALL conditions that are effecting it is MUCH better of an ability.
OR
Luck Domain- The domain powers are just OP as heck and this is considered one of the BEST domains. Now for the spell Truestrike it will allow you to do a CBM with +20 and your reach weapon meaning you could do it without provoking a AoO yourself...trips can be done in the place of any attack so you could be tripping folks as AoO stopping them dead in their tracks. Plenty of good things here.

Feats:
H: Combat Reflexes
1: Improved Initiative
3: Power attack
5: Craft wondrous Item (This saves you lots of money and gives you a "art" to practice.)
7: Sacred Summons
9: Furious Focus
11: Divine Interference
13: Quicken Spell
15: Improved Critical

Build 2 The Caster who could be a fighter:

This build is built to Abuse the enchantment spells and abilities you get. Moving into reach position and commanding the target to Lay down while in the fighter and you're threatened spaces will provoke 2 AoO when he stands up and the fighter might get the chance to swing on a prone target. Later quicken command will allow you to do the same thing but also get your own attack in against the prone target.

I think this build represents Shelyn very well as most Shelyn's priests and paladins do not focus as heavily on combat skills as Iomede or the other deities of War.

20 point buy:
Str: 14, Dex: 12, Con 13, Int: 10, Wis: 18, Cha: 10

Domains:
Love Domain This domain works well with this build giving you quicken charm person at level 8. Adoration is abjuration but it still is a decent second layer of defense you can use forcing them to make a save just to hit you. This really helps the light armor you will be in even tho a cleric can hardly care what type of armor they are in since they can buff their ACs to crazy high levels.
OR
Luck Domain As the First Build. Rerolls are just ungodly in this game. Bit of Luck + Bardic performance makes sure every archer's arrow hits or every swing of the fighter.

Feats:
H: Spell Focus- Enchantment
1: Combat Reflexes
3: Greater spell Focus- Enchantment
5: Power attack
7: Persistent Spell
9: Furious Focus
11: Divine interference
13: Quicken Spell
15: Beg your DM for Quicken Spell like ability Bit of Luck (seriously...nothing like Quickened Bit of luck, move action Performance, and Standard action Spell....the action economy and resource management of it is just downright crazy good)

Build 3 the Pure Caster..this glaive is for show:

This build the only way to be consistent in combat is to waste many self buffs on you and to perform. Might as well get it out of your mind that you are going to swing a weapon. You use Spiritual weapon, Divine Trident, and Summons to dish your damage. There is plenty of power to be had.

20 point buy:
Str: 10, Dex: 12, Con 13, Int: 12, Wis: 19, Cha: 10

Domains:
Love Domain Same as the build above. Your even further specializing in enchantments with this build.
OR
Luck Domain Do I need to sell this domain any harder? It is that good...freaking crazy good. Luck domain powers + Bard performance boosters makes sure your spell list can be filled with plenty non-buff spells and still do your job as the Arm/anvil (Buffer/Controller) of the group.
OR
Archon Domain Ok the Aura of Menace is really good. No save ability you can use for 1 round to give an enemy -2 to saves and Attack rolls. The -2 to saves from 30 ft away makes your Enchantment spells work better. The 1st level domain spell sucks tho for your build. The level 6 replaces Blade barrier which is kind of shoddy as blade barrier is REALLY good. But I'm rating this as just a good option for the Aura of Menace and Touch of Good (Sp) as both are really good domain powers. Almost makes it so you hardly need to prepare buff spells at all with your abilities.

Ideal Traits: Wayang Spellhunter- (Perfection spell)
Lore Seeker (RotRL trait): Pick 3 spells and increase CL and DC for those 3 spells by +1. Command, suggestion, and Greater command come to mind as great spells to increase DC and CL on. This is actually an underrated Trait.
Transmuter- +1 CL on all transmutations and extends one Animal buff on you. Because you're a caster any strong boosts to your casting like this is welcome.

Feats:
H: Improved Initiative/ Lingering Performance/ or Focused study Human with Skill focus.
1: Spell Focus- Enchantment
3: Greater spell Focus Enchantment
5: +1 meta magic of Choice Bouncing, Reach, Piercing, Focused, Heighten and Extend are nice to have on rod or able to prepare.
7: Persistent Spell
8: Skill focus (If you choose to be a Focused study Human)
9: Spell Penetration
11: Divine Interference
13: Quicken Spell
15: Spell Perfection- I like suggestion as it can remove targets out of combat.
16: Skill focus (If you choose to be a Focused study Human)

Hope it gives you ideas at least.

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