[PEACH] Pathfinder Society Cleric Character


Advice

Silver Crusade

I am looking to create a cleric from my first Pathfinder Society character. While I am not worried about being super-optimized, I do what to have a good shot at not being a drain on my table.

Therefore, everything, except the name, is subject to change.
Name Amedeo Lanatus (97977-1)
Race Human (Chelaxian) from Cheliax (Corentyn)
Class Cleric of Iomedae/1
Faction The Silver Crusade

Stats (20 pts)

  • Str 14(+2) (5pt)
  • Dex 10(+0) (0pt)
  • Con 14(+2) (5pt)
  • Int 10(+0) (0pt)
  • Wis 17(+3) (7pt)
  • Chr 13(+1) (3pt)

Feats Combat Casting, Extra Channeling, [Martial Weapon: Longsword]
Traits Armor Expert, Force for Good
Skills Heal 1 (+7), Know (Religion) 1 (+4), Linguistics 1 (+4), Sense Motive 1 (+7)
Languages Common, Celestial

AC 16, touch 10, flat footed 16 (Armor 5, Shield 1)
HP 10
Saves Fort +4, Refl +0, Will +5

Gear 150 gp

  • Scale Mail (50gp)
  • Light Wooden Shield (3gp)
  • Longsword (15gp)
  • Dagger (2gp)
  • Good Solid Club (free)
  • Light Crossbow (35g)
  • 20 Bolts (2gp)
  • Backpack (2gp)
  • Bedroll (1sp)
  • Flint & Steel (1gp)
  • Spell Component Pouch (5gp)
  • Sunrod (2gp)
  • Trail Rations: 4 days (2gp)
  • Waterskin (1gp)
  • Silver Holy Symbol (25 gold)
  • Explorer's Outfit (free)
  • 4 gold, 9 silver remaining

68 lbs. - (Medium Load)

What am I missing?
What should I change or reconsider to improve the character's usefulness?


What is your goal? A healer, front liner?


I would consider dual talent human (+2STR/WIS). Also switch one of your traits out for fate's favored.

RPG Superstar 2009 Top 32

ekibus wrote:
What is your goal? A healer, front liner?

Don't clerics kind of do both? Though if I wanted to be more of a Front Line fighter, I should go Warpriest.

What is more useful in Pathfinder Society Play?

nicholas storm wrote:
I would consider dual talent human (+2STR/WIS). Also switch one of your traits out for fate's favored.

Is the extra +2 stat really worth the loss of a feat and skill point?


Some people will swear that dual talent human is the end all... But I'm in the camp that the extra skill point for 2+ is REALLY needed and you need a ton of feats and that extra one can seriously help.

As I'm sure most will know if you want to go all in for healer a life oracle is king. Without know the idea the OP is going for it makes it kinda hard to advise.

For me the reach guide pointed out something I kinda knew...a cleric starts out as a martial and later on goes on to be a caster....so the goal is to reach a middle ground.

Advice: Combat casting is good for a pinch but honestly there is a 5 ft adjustment if you really need to cast..overall you probably want to cast before you get into combat. Extra channel is really kinda meh with a cha 13 you have 4 channels 2 more really wont make much of a difference especially when you get a wand of cure. If you really need it you could go exalted of society...it is a trait but gives you 1 channel. Then you have to ditch the shield...you cannot cast with a sword and shield.

No domains are listed...I would recommend heroism and tactics...people would love you for those. If you really want the sword and shield you could pick up a weapon cord for a silver...you could drop the weapon, cast and then pick it back up as a move...not great but a option. For feats, you could always go heavy weapon prof, improved init or weapon focus would be solid picks. A Archetype to look into would be evangelist (with heroism) that would make you a really solid buffer but you lose spontaneous heals. I like herald caller if you are looking for more caster focus (summoning) Sacred summon is critical at 5 or 7 to give you a couple standard turn summons

Silver Crusade

ekibus wrote:

Some people will swear that dual talent human is the end all... But I'm in the camp that the extra skill point for 2+ is REALLY needed and you need a ton of feats and that extra one can seriously help.

As I'm sure most will know if you want to go all in for healer a life oracle is king. Without know the idea the OP is going for it makes it kinda hard to advise.

I am "Lord Fyre" b.t.w.

What I was "going for" was a character who will contribute to the success of the table.

ekibus wrote:
For me the reach guide pointed out something I kinda knew...a cleric starts out as a martial and later on goes on to be a caster....so the goal is to reach a middle ground.

This is what I was thinking. I was looking for more of a "buffer/healer" with combat as a secondary role.

ekibus wrote:
Advice: No domains are listed...I would recommend heroism and tactics...people would love you for those.

Your suggestion of the Tactics Sub-Domain is wonderful. It is perfect for a martially inclined buffer.

ekibus wrote:
An Archetype to look into would be evangelist (with heroism) that would make you a really solid buffer but you lose spontaneous heals.

That is a definite non-starter for me.

ekibus wrote:
I like herald caller if you are looking for more caster focus (summoning) Sacred summon is critical at 5 or 7 to give you a couple standard turn summons

What source is Herald Caller from? I have to make sure I have it?


Herald caller is from monster summoner's handbook.

Dual talent is for if you want to be able to contribute in melee combat. Clerics already fall behind in melee without a solid starting strength. You will find that the damage you do at mid levels is so piddling it's not worth it at all to melee (in which case your WIS should really be higher).

In any case, I would swap out combat casting for heavy armor proficiency. With a 10DEX, your AC won't be good in medium armor. The number of times my characters cast where they have to make a check is so low that I never find that feat worth taking (except maybe for a magus).

Sovereign Court

What does [PEACH] stand for?


No idea on peach :P

Heroism is really solid too, being able to add your level to cha for up to a hour 4x per day in pfs is nothing to scuff at. Getting the heroism spell and being able to grant heroism to the party is really nice.

I had the same reaction with the evangelist...but did some research. Losing the spontaneous cure sucks...but if you prep one per level for emergency and everyone brings a cure wand, it isnt as big of a thing. (Besides the heavy heals like the heal spell you cant swap.) What you gain though, being able to inspire courage is pretty nice (not to mention heroism from heroism domain stacks) So For example at level 8 Round one you could Swift action heroism to the party, move action to add +2 hit/damage and cast divine favor to add another +2..so assuming a 14 str you are +14/9 and 1D8+6..but even more so you are giving the party +4 to hit and +2 damage (not counting boosting items)

Silver Crusade

My understanding is that "PEACH" means "Please Analyze and Critique" but I am not sure why? I had seen it used previously on this board for that purpose.

You have given me much to think about. I am still not sure about the Evangelist (Ultimate Combat, p. 40), but taking the Heroism and Tactics domains seems like a solid move.

I am also looking at swapping Con and Chr, and replace those hit points by exchanging Extra Channeling for Toughness. (This also reduces Fort by 1, but gives a stronger innate channeling ability.)

Stepping away from Summoning, means that I don't need Linguistics (Celestial) at 1st or the Force For Good trait. I would exchange them for a Profession skill (for Day Job checks.) and the Beneficent Touch faction trait.


I would still go towards summon at some point if nothing else as a back up I think the one feat for sacred summon is pretty worth while.
If you go herald caller you gain augment summoning, superior summon and the ability to speak to your summons (without the language) for free and 4+ int for skills but you do lose a domain and med armor. I thought of going that route with one level dip into fighter to gain what you lose (minus domain) But if summons isnt the way I would still go with sacred summon. Getting lantern archon, hound archon and a trumpet archon as a standard action is really nice imo. Imagine summoning multiple lantern archon which every round can give a ally 1D8+3 thp or the two light rays that do 1d6 but bypass dr... not saying it is broken but geez that is nice for one feat. (also just need celestial lang)
Con doesnt just give you hp it is also your threshold before dying as you go up in level you might want there is also a spell that lets you mitigate damage to yourself so hp is important...I personally would keep con and also go toughness if you fall your party could fall

Liberty's Edge

As far as I can tell you seem to be going Battle Cleric. So I'd change out Dex & Cha.

Change Extra Channel to toughness

Consider changing Combat Caster to Dodge

If you haven't picked Domains consider: Azata Sub-Domain & war Domain

Would make you 'watered-down' Paladin

That is if you primarily want to go Combat, Casting becomes an after or before battle type of casting not during. Except in Emergencies.

Shadow Lodge

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Ascalaphus wrote:
What does [PEACH] stand for?

I believe it stands for:

Please
Evaluate
And
Critique
Helpfully


2 people marked this as a favorite.
Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

In general, I advise people to pick two of Battle, Spellcasting and Channeling. I tried to do a cleric that did all three and it doesn't work very well. At around 7th level, the damage and ability to hit have fallen so far behind that it isn't really worth it.

If you plan to do channeling, I would recommend you pick up Selective Channel and increase your Charisma a little bit. That will allow you to sometimes heal in combat. At higher level you would add Quick Channel so that you could do it as a move action.

If you plan to do battle, I would recommend you increase your strength if melee or dexterity if ranged.

If you plan to do offensive spells in combat, i recommend you increase your Wisdom.

It is because the three areas are based off different attributes that I suggest you pick only two of the three. Trying to cover all three means you will most likely be sub-par in all of them.

I personally don't like the evangelist cleric archetype because you give up spontaneous casting of cure spells. The way I play my cleric being able to spontaneously convert like that is a huge thing.

As I recall, the Herald Caller doesn't mess with the spontaneous spells. Standard action summons are really sweet, especially if you get Augmented Summoning. If you go this route, make sure you have all the attributes for any creature you plan to summon and are always read immediately when your turn comes up to do all your own and your summons actions. Nothing slows down a table more than an ill prepared summoner. A badly played summoning caster gets everyone else at the table annoyed with them, a well prepared one that cooperates is enjoyed by all. Summoning in to give a flank is greatly appreciated. Summoning in and blocking other characters from the combat when they want to melee makes the other players unhappy.

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