Feats for a level 5 evil evangelist 'reach' cleric?


Advice


Starting to flesh out my initial 'big bads' for my ongoing campaign.

Initial concept: Long spear wielding cleric (Evangelist) of Asmodeus lvl 5. Buffs his troops (some brigands, low level rogues/fighters etc). He's also well known for using undead (skeletons/zombies)

What are some good ideas for feat selection?


The "Standard" build for a Reach Cleric is Combat Reflexes, Power Attack and then usually Improved Initiative & Summon feats. If you're planning on using undead then swapping the summoning feats for something different makes sense. As you'll be channelling negative energy, consider variant channeling if you want to up his power.


Corvino wrote:
The "Standard" build for a Reach Cleric is Combat Reflexes, Power Attack and then usually Improved Initiative & Summon feats. If you're planning on using undead then swapping the summoning feats for something different makes sense. As you'll be channelling negative energy, consider variant channeling if you want to up his power.

I've seen mentions to a "Rulership' variant channeling which seemed damn near OP... but I cannot figure out what book/source it's from?


Ultimate Magic, according to d20pfsrd.


Corvino wrote:
Ultimate Magic, according to d20pfsrd.

That's the source of Variant Channeling yes. I meant specifically where does 'Rulership' come from? I'm assuming it's subdomain but I've never heard of it until today


As I understand it, variant channel relies on a Deity's portfolio rather than domains. Asmodeus' portfolio includes Tyranny, Slavery, Pride & Contracts.

The Contracts negative variant channel could synergize well with spontaneous casting of Compulsion spells from the Evangelist.


Flag Bearer?


Corvino wrote:

As I understand it, variant channel relies on a Deity's portfolio rather than domains. Asmodeus' portfolio includes Tyranny, Slavery, Pride & Contracts.

The Contracts negative variant channel could synergize well with spontaneous casting of Compulsion spells from the Evangelist.

Ah okay... I believe I see how it works now. And yes, yes it would.


master_marshmallow wrote:
Flag Bearer?

Amusing idea. Not sure I'll run with it, but amusing. Thanks!


Pushing assault.

It lets you reset AoOs. It pushes enemies RIGHT outside of your attack range. Which means that the enemy has to cross your threatened area with a 10' move action to reach you. Which draw AoOs.

Later (level 9), lunge also works so you don't need a reset as often (if you attack first, lunge lets you do so from outside of your regular range, keeping an enemy in AoO range- normally, you would lose your AoO if you attack first), and you can continue your full attack after doing a pushing assault. Also, the obvious use of being to full attack in a wider area.

The Exchange

Sacred summons. The dark side has sooo many cookies! Barbed devils are mighty cool.


Not a great choice of deity for a reach evangelist cleric. Dispater would be infinitely better for example. But my advice is forget the usual reach combat feats like combat reflexes and instead just go directly for the summoning feats then into divine interference and divine protection.

If not human you need to spend 4 feats or be at level 7 minimal to get all the summoning feats. At level 7 your getting level 4 spells which is about when summoning gets to be worthwhile. Add to that your evangelist ability is a move at that time, I think, and you can still attack with a AoO. If you instead focus on reach based feats your trading in summoning an extra monster and all summons of LE as a standard action in for a couple of AoO. BAD trade.

RPG Superstar 2012 Top 32

Human?

1. Combat Reflexes
1. Stand Still
3. Power Attack
5. Pushing Assault

With a reach weapon, you can push a target back 5 feet, then 5 foot step back, then as the target moves 10 feet up, it provokes an AoO which moves the target back 5 feet, and then take a 5 foot step back again.


SmiloDan wrote:

Human?

1. Combat Reflexes
1. Stand Still
3. Power Attack
5. Pushing Assault

With a reach weapon, you can push a target back 5 feet, then 5 foot step back, then as the target moves 10 feet up, it provokes an AoO which moves the target back 5 feet, and then take a 5 foot step back again.

Doesn't stand still only affect movement through adjacent squares?

RPG Superstar 2012 Top 32

Oh, boogers.

That kind of sucks. :-(

Silver Crusade

From melee tactics tool box.
Phalanx Formation (Combat)
You are trained to use long weapons in tight formations.
Prerequisites: Base attack bonus +1.
Benefit: When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Normal: Attacking a target that is beyond another creature, even an ally, can result in the target having soft cover from you.

The Exchange

Hangover clerics don't play well with minions. Anything > 3 to use selective channel on is a strain. If you flood the place with even more devils, good luck unselecting all your allies.

RPG Superstar 2012 Top 32

What's a Hangover Cleric? I've heard the term before, but never understood what it meant.


SmiloDan wrote:
What's a Hangover Cleric? I've heard the term before, but never understood what it meant.

They use the variant channel Rulership version to daze enemies damaged by their channelling. It requires a lot of investment into charisma which makes it pretty impossible with effective reach/melee tactics but is brutally effective until you run into constructs.

For the standard reach cleric you do not want to invest in a lot of reach weapon feats. Your primary role is to cast spells, generally summons from mid levels, while taking the occasional opportunity attack with a long spear. Frankly I wouldn't even take combat reflexes as you are unlikely to have the dex to make it work as you also need to invest in str, con and wis. The reach summonning cleric pretty much has to dump charisma and forget entirely about channelling. I would look at something like:

1. Improved Initiative
3. Power Attack
5. Spell Focus (Conjuration)
7: Sacred Summons (Hound Archons come online here, Lantern Archons come in at 5th but they don't threaten, if you are summoning dretches then maybe take it at 5th)
9: Augment Summoning
11: Quicken Spell

Depending on your choice of Domain I might even drop Power Attack for Boon Companion if you are going with something like Fur or Feather. Really stabbing things in the face is a distant secondary issue for reach Clerics.

RPG Superstar 2012 Top 32

Wow! Thanks for the quick response. :-)


Just a Mort wrote:
Hangover clerics don't play well with minions. Anything > 3 to use selective channel on is a strain. If you flood the place with even more devils, good luck unselecting all your allies.

Not true anymore. Channel ray feat allows you to shoot a ray at one foe and at +2 DC. It's not perfect but for those who do not wish to focus on the channeling this is a solution that fits well. Your charisma is already decent so it works pretty well, especially in clean up stages where a spell isn't needed.


Please keep in mind, this is a NPC opponent for a party of 5 characters, none of which are terribly optimized. 2 'unchained' human monks, gnome Alchemist (saboteur), Gnome Magus, and a Halfling Witch. Of the five players, two are highly experienced (and one VERY much a tabletop tactician), one slightly experienced, and two pretty much 'first time tabletop RPG' new guys.

I'm trying to tread a fine line between 'Memorable' encounter and a walking TPK. :)

The choice of deity fits the campaign. He is encountered with a swarm of lower level flunkies, hence Evangelist to make the overall encounter more difficult.


A Herald Caller Hangover Cleric is a much better bet IMO... it nets you 3 feats by level 8


Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Had a good battle recently... The villain was a cleric with madness variant channeling and the shatter resolve and quick channel feats. Failing the save caused damage, a round of confusion and a several rounds of shaken, all as a move action. For extra fun, have the battle in a desecrated area (+3 or +6 to the channel DC).

Also, if focusing on undead minions, the variant negative channels don't affect them, so no need to worry about selective channel.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Feats for a level 5 evil evangelist 'reach' cleric? All Messageboards

Want to post a reply? Sign in.