Crojan |
Well I have made and am playing a reach cleric based on kbrewer's guide and I can say it has worked out well. Especially with members of the group I am in.
Made it up to lvl 16 now.
Also chose Desna, C/G alignment and luck and travel for domain.
I would really recommend luck as the touch of luck will have the damage dealers loving you.
I positioned myself between our barbarian and arcane archer. I used my turn to give a touch of luck to those 2 guys. Nothing like for 1 round that every D20 roll you get to roll 2 D 20 and take the best. (It makes your best damage dealers masters of crits)
Also with the travel domain after 8th level the non attack of opportunity to dimension hop comes in real handy, especially for getting party members out of harms reach when they need more than a heal.
I found the reach aspect with combat expertise gave the DM fits at the early levels, but became less usefull once I passed level 11. (Either that or the DM stayed out of my threat range).
I also took the summoner tree and that is the icing on the cake. Nothing like summoning up to 6 allies as a standard action to help in a fight.
And if you do not take divine interference at lvl 11 you are not being a reach cleric. (Using a lvl 1 spell to make the DM reroll a crit is alot better than using a higher level heal spell or channel to heal.
My goal is to prevent damage, not heal it after the fact and it has worked.
All in all I have not played a cleric in PF before, but after this all the members in our group have had their eyes opened about clerics.
And one last thing...
GET ALL THE PEARLS OF POWER YOU CAN GET. Especially 4th and 6th level ones.
My kudos to kbrewer for his reach cleric guide.
Crojan