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Derklord wrote:
I actually already adressed that, although I didn't link it - Quick Study turns studied combat into a swift action, meaning if you don't need those (or immediate actions) for anything else, you can study a new target every round. You wouldn't even need a positive int score if you use Jinyiwei. The other talent I mentioned was Alchemist Discovery, which allows you to grab Mutagen. You wouldn't be allow to get the mutagen improvements (Greater/Grand Mutagen), unlike an Alchemist, but that'd be 16th and 20th total level, respectively, anyway.

So basically I can spam studied strike on my pounces/full attacks, and with alchemy I can get the mutagen to up my strength a bit more?

Also, kasatha race isn't perimitted (thank god, I was feeling a bit too much) BUT lizardfolk is, so I could add a tail over here!

trying to figure out if bloodrager pure or bloodrager dragon disciple or investigator would grant me the biggest boost


Derklord wrote:
Doesn't work, polymorph effects make you immune against size changing effects. There are feats like Improved Natural Attack, but those are very weak for your type of character.

pretty far-fetched but....

how about abyssal bloodrager on top of that?

Quote:
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus

Doesn't mention which set of hands, wink wink.

and 2

Quote:

Demonic Bulk (Su)

At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.

would that apply to my shifter form? I mean it's not a spell or spell-like ability.


Derklord wrote:

There aren't really many feats that do that. Most style feats especially don't work with natural attacks. I mean, sure, you could grab Dedicated Adversary for a +2 to attack and damage rolls... or you could be a Barbarian instead and do the same as a free action rather than a move action.

It's not that you wouldn't find uses for Martial Flexibility, it's that you'd gain nothing else form the class, and Martial Flexibility at half sdtrength just doesn't cut it. It's basically the same reason we suggested multiclass out of Shifter in the first place - other classes simply grant more.

so barbarian seems like a more realistic solution? or what else? investigator looked like a nice flavorfull alternative but looks like a lot of dead-time during combat to pick a different studied target, although that first full attack pounce should be massive.

Theoretically, I could go druid for the buffs and general wildshape uses

Could I go dragon disciple? (stat boosts are okeyish, the overall dragony-scaly appearance works well with deinonychus, the breath I guess wont be as strong not full sorcerer levels and not huge charisma, I will get wings tho, but the dragon form feels like overwritting the whole shifter start)

Any other ideas?


Derklord wrote:
I don't really see the synergy between Shifter and Brawler, though.

I could chuck in styles, or feats that would help my natural attakcs perhaps? it would make some sense fluff-wise since we're talking about a hybrid humanoid.

Finally, I gotta say it, thanks a lot for your ideas and your clarifications!


Derklord wrote:
Yes, with ability that add natural attacks to your arms after polymorphing - if your GM allows it. Kasatha is one of two every-wannabe-munchkin-wants-to-use-it-to-cheat-the-system races, so don't expect that too much. It's not like your 5-8 primary natural attacks aren't enough...

5-8? I coun't 5, maybe 6 with mutated shape( which would be really cool aesthetically, 2-headed epicness) am I missing something?

How can I add natural attacks to my arms after polymorphing? and would they be primary?

Derklord wrote:


That's without Shifter levels, I presume? It's certainly a playable build, usually done as Wizard or Arcanist, but entirely different. Machanically best is again Deathsnatcher, i.e. the Monstrous Physique line. It's a completely different direction, away from being polymorphed most of the day, towards self-buffing first round of combat and having the polymorph only last a couple of minutes.

Ye I could guess its completely different, but I like that idea. no need to be polymorphed 24/7.


Derklord wrote:
Magnathor wrote:
How about 4shifter/7alchemist/9 master chymist? I get brutality from chymist and some neat discoveries. (Ultra late game though)
Magnathor wrote:
Should I totally forego the shifter pattern and try messing around with metamorph alchemist or goliath druid?

Only you can answer these questions, because only you know what you actually want. Casting is king of versatility, how much of that you want is something you have to ask yourself.

There is little mechanical reason to select Alchemist/Master Chymist over Investigator. I think you're overrating Master Chymist - Furious Mutagen is weak, Growth Mutagen doesn't work, and Brutality completely pales in comparison to Studied Combat. The ability to gain the effects of a mutagen as a standard action is nice, but that's about it. It's possible to get the lost castign levels back with Prestigious Spellcaster, but that's a lot of feats for little gain; I would never take more than 3 levels in the prestige class.
Metamorph Alchemist can make one hell of a natural attack character thanks to the Deathsnatcher, but gains pounce 'only' at 9th level, and has no spellcasting/alchemy. It's an especially interesting archetype to combine with Variant Multiclassing, but even pounce, flying (all day long starting at 6th level!), and awesome damage can't hide the fact that it's a non-caster.
Goliath Druid is a bit of a trap - polymorphing into a giant is mechanically rather weak, especially for a natural attack build. Of course, it's still a full caster, and dinosaurs are good choices for wild shape and animal companion anyway. But the the main lure of the class is not something you actually ever want to do want from a mechanical viewpoint.

In the end, the goal is to have fun, and no one...

Wise words, wise words.

Could I go with brawler regarding the the second class after the weretouched shifter?

And 2.... Could I use Kasatha race? can you use the extra hands for attacking with natural attacks? (I could even switch them out with alchemist, monstrous graft)

If I understood it correct, with weretouched hybrid form I get deinonychus 5 natural attacks, but I keep my extra set of arms?

Another idea of mine was to go either sorcerer/wizard into eldritch knight and then go for magical beast, dragonform etc at higher levels. I would have high enough BAB to support it, stats will be rolled, per the gm.


LordKailas wrote:
Magnathor wrote:

Greetings,

I like the idea of transforming to deal damage and I was thinking of going with a shifter for the flavour of multiple animal powers along the way (HELLO, BRAVESTARR?). The full BAB is always nice as well.

If you're looking to emulate bravestarr. The pathfinder equivalent of that is a hunter (the animal aspect ability is practically identical). If you don't care about having an animal companion you can take the Feral Hunter archetype which trades out your animal companion for wildshape and augmented summons. Hunter is only a 3/4 bab class, but as has been pointed out when going the natural attack route this is fine.

I started as a happy-go-lucky bravestarr and I feel I'm going more and more like a raving lunatic altering his body... XD

Another thing to possibly point out.

The more I research it the more puzzled I am.

Should I totally forego the shifter pattern and try messing around with metamorph alchemist or goliath druid?


How about 4shifter/7alchemist/9 master chymist? I get brutality from chymist and some neat discoveries. (Ultra late game though)


avr wrote:
BAB doesn't matter that much to natural attack builds. Natural attacks don't get the iterative attacks so there's no loss there, and with all the attacks at full bonus accuracy isn't as much of a concern. There are even viable polymorphing wizard builds with noticeably less than a druids 3/4 BAB.

Sure, I don't get itterative attacks but my full BAB will still be applied to my natural attacks and I want to hit dont I?.

I was thinking druid for the strong jaw, greater magic fang, animal growth or enlarged person, dunno how it functions with my current build.

My idea is to boost my size as much as possible while boosting my natural weapon damage by the same ammount.

sidenote: we will have a wizard in our party, dont know how much that will help with buffs.


Wonderstell wrote:

Four levels in Weretouched is when you multiclass and never look back.

Shifter's Rush and especially Planar Wild Shape should be a priority for you, the latter being very useful since you have far more uses per day of Wild Shape than a Druid. You want a Wisdom modifier of at least +2, so going into any class that requires Intelligence or Charisma will spread your Point Buy too thin.

So Alchemist may not be the best choice, and as you've guessed it's probably smarter to just go straight Druid if you're considering multiclassing into it after four levels of Shifter.

As a Weretouched Deinonychus you have five natural attacks just from your class abilities (6 with an Animal Mask), so what you want is to start adding damage. Sneak Attack is always on the table, but the Warpriest and Inquisitor has ways to add damage more generally. It's also worth considering that four levels of Weretouched is the exact number the Boon Companion feat would boost an Animal Companion, so a pet class like Hunter and Cavalier works fine. If you're going for a mount, then Coordinated Charge is easy to trigger for two full-attacks per round.

Also, get the Rhino Hide when possible.

the prob with druid is the lower BAB though and I wont get any shifter claw boosts, which was pretty neat. I will get good spell progress though.... uuuungh this is a headache....


Greetings,

I like the idea of transforming to deal damage and I was thinking of going with a shifter for the flavour of multiple animal powers along the way (HELLO, BRAVESTARR?). The full BAB is always nice as well.

Then I learned to things I didn't comprehend till now.
1) shifter's aspect bonuses are enhancement bonuses which you can get fairly easy later on from gear (first meh)

2) your armor eitherway, when you transform gets absorbed into you so you lose the bonuses (second biggest meh)

After some digging around I found about weretouched shifter and its niche which enables it to keep wearing armor due to hybrid form.

As I see it, since you are aspect locked into the aspect you will chose in the beginning, chimeric aspect and greater chimeric aspect are tossed out of the window for weretouched shifter.

My focus then became to either go with deinonychus or tiger aspects (the one has more attacks, the other hits harder) and then boost as much as I can its attacks.

I was thinking about going with multiclass into alchemist and boost myself with mutagens etc.

I also saw the druid spells (strong jaw, animal growth, greater magic fang) and I also wondered if it is any good. (as a multiclass, or totally forego the shifter and go for a druid)

I am trying to figure out which combination would be better and how, (I can even possibly go master chymist later levels if I take the alchemist route), and any ideas into archetypes or other multiclassing.

therefore I would really appreciate any builds, combos or theorycrafting that can be suggested (what levels, what feats, etc)

thank you in advance!


First of all, thank you all for your replies!

Secondly, it seems to me that for a melee in-your-face dragon disciple, the bloodrager would be the best alternative(correct me if I'm mistaken). The dragon form is delayed a lot comparatively but its still a strong progression till that level

I even liked the dragonblood shifter but his wild shape delay is too much for me to be honest. It feels like a wet noodle till that level.


PCScipio wrote:

The Dragon Disciple makes an effective high-strength melee character. A 3/4 BAB class works better than a 1/2 BAB class for this purpose.

FWIW, I played a Half-orc Bard 8/Dragon Disciple X (18 starting strength), which worked pretty well.

also do I really care about the BAB? since the point is to dragon form and fight with natural attacks/breaths


PCScipio wrote:

The Dragon Disciple makes an effective high-strength melee character. A 3/4 BAB class works better than a 1/2 BAB class for this purpose.

FWIW, I played a Half-orc Bard 8/Dragon Disciple X (18 starting strength), which worked pretty well.

I thought the sorcerer would make up for that with spells.

My biggest need is for the character to feel as dragon-y as possible, culminating in using dragon attacks(claws breath bite etc) but also effective.

I'm not hell bent on going dragon disciple and would be greatly satisfied with any class/build that would help with the above idea.


Hello guys

I want to play a dragon-flavored character and I was thinking either oracle (dragon) or sorcerer into Dragon Disciple.

I couldn't find too much info into a good dragon oracle build so I tried scrapping around with dragon disciple.

My ultimate like would be to progress into form of the Dragon (1,2 and finally 3) but that wont happen for a long time, so I'm ok with building up to this slowly. Like playing with natural weapons(claws and bite maybe?) but not necessarily.

I would also fancy the idea to transition from a caster to a dragon as well.

I thought about adding eldritch heritage, improved eldritch heritage, greater eldritch heritage(orc) as a way to pump even further my strength as I'm transitioning to dragon form. The prob is that DD will only get me to form of the dragon 2 and I need to get high enough sorcerer level for form of the dragon 3.

Therefore I'm trying to patch the situation with prestigious spellcaster feats etc.

Aaaaaaaaany thoughts on how to play this or build this or correct this would be highly appreciated and thank you in advance


Cevah wrote:

Check out The Forge of Combat: Thoughts on victory and how the group achieves it.

followed by Fueling the Forge: Breaking down Combat Tactics in Pathfinder

For healing, read Tactics 101 (Triage), as it talks all about when to heal and when not to heal in combat.

/cevah

That's quite some info! Thanks!


Lelomenia wrote:
no, it doubles the bit of healing you get from the Divine Scion Domain Specialization class feature.

uuuuuuuuuuuuuuuuh...


Derklord wrote:
Magnathor wrote:

How about that divine scion level 10 bonus?

"At 10th level, a divine scion becomes a true scion of her deity. The amount of healing she gains from her domain specialization doubles."

What about that? That's self healing, and not much at that, I don't exactly see what that has anything to do with the topic of a healer. It's toom little healing* to make Shield Other work.

I'm not exactly sure what you're really asking, though - could you remove what you're not referring to from the quote next time?

*) Even if we presume that the prestige class levels stack with Cleric levels for the domain, which it doesn't RAW, at the level you can get it (16th level), with your stats, even without a con belt, we're talking about ~140HP, the total daily healing you can get from Domain Specialization/True Scion is 72.

Wait a minute, "At 10th level, a divine scion becomes a true scion of her deity. The amount of healing she gains from her domain specialization doubles." Isn't that synergizing with the 50% healing bonus from Heal domain to get a 100% bonus healing? or am I getting something wrong?


Derklord wrote:
Magnathor wrote:
4. Channel energy is essential for infight healing but infight healing isn't essential ergo channel energy isn't essential?

Short answer, yes. Long answer, if you want to play a character dedicated to (normal*) infight healing, there's basically no way around Channel Energy with the mentioned support feats (and the necklace). There are situation where a cure spell or Channel Energy without feat support is a smart action, but those are rare enough that you don't want to focus your character on.

In Pathfinder, the healing job is mostly outfight hp healing and condition removal. Wands (partys usually pool money to pay for them) handle the former (and the Wizard is better at it than you), and the ability to handle the latter is build into your spellcasting (divine prepared full casting). In Pathfinder, a healer is the cleanup crew - you should rarely need or want to clean the stage while the play is running.

*) What Melkiador described is also possible, using the Life Oracle's Life Link ability and/or the Shield Other spell, in combination with a Paladin's Lay on Hands (or the Pei Zin Practitioner archetype's almost identical ability), but that's a completely different playstyle - your active healing is mainly on yourself, the rest is basically passive.

Melkiador wrote:
If you were a life oracle with Life Link and the Fey Foundling feat, then you can make almost all enemy damage irrelevant.

Life Link is 5 damage per round, how does that make "almost all enemy damage irrelevant"?

Meirril wrote:
So if some orc charges you get an AoO and then you stop threatening when the orc is standing next to you. Now the Rogue can't use you for flanking.
Unless the Rogue delays to take his turn after the Cleric.

How about that divine scion level 10 bonus?

"At 10th level, a divine scion becomes a true scion of her deity. The amount of healing she gains from her domain specialization doubles."


Meirril wrote:

1) I'm not in love with protection. The resistance bonus conflicts with a cloak of resistance, and you should have a +3 cloak before you hit 10th level. This is one of those bonuses that is really great at low level but you outgrow it.

I'm actually more of a fan of Liberation. Being able to use Freedom of Movement at will for even a short duration will save you a lot of headache. At 8th level you gain an ability to suppress a lot of conditions within 30'. The bonus spells aren't great, but the powers are fantastic.

But I like Sarenrae for her favored weapon. Morningstar is not bad. If you do go this route, I'd forget about crit fishing.

2) Honestly I'm against dips. You want to be a good caster, and taking dips makes you a bad caster. Casting classes should only take dips if they are desperate to get something. You can just spend 1 feat to get heavy armor, and you do not want a tower shield.

3) That probably means the rogue will want to do ranged touch. I hope the rogue has some idea on how to hide. But that also makes me think you'll be alone on the front line, so maybe you won't need to even think about team feats. So yay?

4) Unless you plan on pushing dex above your other stats, it won't matter. Well...actually that might give you 1 more point to spend on a stat. So you could get a 15 dex, 15 wis and 14s for con and str. Too bad there isn't a str/wis option. With you considering heavy armor picking up dex anymore than +2 is a waste. You'd be better off pushing con.

5) Only if you want to build the character around it. That means starting off with the feat, which is easier for you since you stared at 3rd level. Stats would be 10 str, 12 dex, 16 con, 10 int, 18 wis, 8 cha. That totally sets you up to do heavy armor later, but the weight will be a problem. You're melee and spell DCs will be good at +4. Also there is no question what stat you are trying to pump, it will always be wis.

Still, I think this makes your...

I think you are confusing guided hand. It's attack roll with wisdom


Meirril wrote:
Magnathor wrote:

I may be allowed to kinda switch around my stats but I won't be able to switch my race entirely, maybe my Aasimar Heritage (it's Archon blooded) and my favoured deity/domains(this will take 1-2 sessions and it will happen with fluff).

Taking these factors into mind, how would you proceed?

Maybe consider pulling your con down to 14 and wis to 15, then take the 5 points you save and bump dex to 14. The extra +2 AC/Ref/init will be very noticable. The loss of hp/fort/will won't be as noticeable. Especially since you'll invest stat points into wis at level 4 to make it even. After that, look for a wis headband and start dumping any other stat points you get (from level) into strength.

You and the rogue need to work together to make sure you have flanking. Not only does the rogue need it for sneak attack, you need the bonus to make your attacks more reliable. You shouldn't be trying to top DPS but being a competent annoyance in melee will make you a target.

Eventually you might want to consider taking some crit feats. This is a long, long way away. But Sarenre has scimitar as her favored weapon, and it has an excellent crit range. Getting keen on your scimitar and taking Paired Opportunist with the rogue should benefit both of you.

Mainly the same traits and feats I recommended before. Just slightly different tactics.

Domains are fine. Healing will pay out at 8th level, and Glory is fine. Sun is interesting if you expect to face a lot of undead constantly. Fire if you want some spell offense. Honestly, you shouldn't need it. Good is...a bit lackluster.

1) I was thinking MAYBE switching to Milani for protection healing domain (could fit in nicely due to us being in a country called TYRANT)

2) Should I take a fighter level? for heavy armor and weapon prof and bonus feat
3) The rogue is going probably arcane trickster (dunno if that helps)
4) Should I switch to Garuda-Blooded (Plumekith) for dex/wis or doesn't really matter?
5) Is guided hand worth it? (along with the prereq feat)
6) I was also thinking quickdraw to draw/sheath weapon easily so I can cast when needed.
7) Thank you again!


Meirril wrote:

So yeah. Lots of advice here. Let try to be useful in OPs shoes.

First, the party is a hot mess. Rogue is a squishy front line fighter that needs flanking to be effective. Or its something not quite as effective. Either way, it isn't going to be the body that blocks enemies from charging the party. At least Rogue produces damage when he hits.

Bard...no idea what the Kitsun Bard is going to do during combat. Sure, first round they start a performance. And then what? Ranged bard, or melee bard? Or useless bard that avoids combat because performance is enough? kitsun makes me think its a ranged bard, but I'd like to be wrong? Maybe. Good chance the bard is planning on being a buffer for the party.

Wizard...lots of options but not going to body block for the party. From what has been said, might be an evoker.

So what this party mainly needs is someone to stand on the front rank and not die. That gets to be you buddy. Aren't you the fortunate one.

Reach is well and good...when you can afford to move around freely. This cleric can't. The rogue needs a reliable flanking partner. Reach means you stop threatening when the opponent steps inside of your reach. So if some orc charges you get an AoO and then you stop threatening when the orc is standing next to you. Now the Rogue can't use you for flanking.

For this party, you are better off using weapon + shield. You'll also need to help the rogue get into position, which puts you out of position to heal the party. You can't even really afford to run off and heal someone that needs it. You leaving position means whatever you were tying up is free to do whatever.

But you still need to be heal focused. If you are doing a proper job of tanking, you'll be the one that needs healing. You probably want to take Combat Casting feat fairly early.

If you can make some changes to your character, I have some recommendations. First, change your race to Ratfolk. While being small and having dex and int as your bonus stats isn't ideal but it gives you the...

Thanks a lot for your advice!

I may be allowed to kinda switch around my stats but I won't be able to switch my race entirely, maybe my Aasimar Heritage (it's Archon blooded) and my favoured deity/domains(this will take 1-2 sessions and it will happen with fluff).

Taking these factors into mind, how would you proceed?


Derklord wrote:
Magnathor wrote:
That would be the ideal for me! I would like to be able to damage/protect/buff during the fight and heal after the dust has settled but I thought that you need someone constantly healing people all around which seems to be... wrong?

There are corner cases, of course, but a normal party facing normal enemies does not need infight healing. To put it bluntly, most infight healing utterly sucks. Cure spells especially heal less than an average enemy does in a round, which means you waste a spell slot to have less impact than the enemy. Defensive buff spells can prevent damage for multiple round, dito for debuffs. Offensive buffs help the party kill, incapitate or debuff enemies faster, which also reduces the amound of damage the party recieves in the fight more than you could heal.

It's not that infight healing is never useful, just rarely so, and definitely nothing in any way mandatory.

Magnathor wrote:
I wouldn't mind not going full cleric.

Every level you take in something other than Cleric is a huge downgrade. If you don't want to use Channel Energy much, there are a bunch of prestige classes that work as well, but for a beginner, I would strongly advice to simply stay in class.

Magnathor wrote:
I think our wizard will be the dominant spell caster by far.

Depends on the definition of "dominant" - you have the power to save the entire party, turn around entire fights, or simply make fights vastly more easy, too. It's not really a competition, though, the spell lists are very different and thus what the casters do in combat is usually rather different. You may not be as good as at direct damage or save-or-suck spells, but these aren't normally the best kind of spells, anyway. Your job also doesn't end when the comabt is over, far from it (dito for the Wizard, but he has different out-of-combat-stuff).

Quite frankly, playing a Cleric who isn't a big help for the party is pretty hard. Cleric is one of the ebst classesd for beginners, with perfect base...

1. from the few combats I experienced, (skeletons, ghouls, ghosts)

nothing really hurt us except that 1 hit where the orc ghoul cut down 2/3rds of our rogue hit points and we had a butt-clench. Nothing hurt me too much either, most things never got past my AC (shield+ medium breastplate). In fact I was the most useful when I channeled energy to damage the undead group but I guess that was highly situational.

But on the moment our rogue just went "f#&# I'm dying" I appreciated the ability to heal.

2. I considered fighter maybe for the extra feat and heavy armor and martial weapon prof

3. first of all he is a lot more experienced than me in pathfinder and casting whatsoever. and a lot more invested! 19 intellect etc etc.

4. Channel energy is essential for infight healing but infight healing isn't essential ergo channel energy isn't essential?


JDLPF wrote:

What's your Wizard ally's typical tactic? Are they an evocation focused blaster? A conjuration controller build? A transmutation buffer?

You might want to talk them into carrying a few Summon Monster spells, and also prep some of your own spell slots with this one. You'll quickly find that in tabletop pen and paper games, the action economy means that spending a full round at the start of combat to summon an ally will make a significant difference to the battle's outcome.

A summoned monster can easily set up a flanking position for your party rogue if it appears on the opposite side of the enemy. They also automatically benefit from the bard's inspire courage, boosting them for free along with the rest of your party.

At 3rd level, they'll only be lasting 3 rounds, but you'll often find that 3 rounds is about the length of a typical combat anyhow. You'll probably have a staple tactic such as:

Round 1: Bard starts inspire courage, rogue moves to flank, wizard and cleric cast summon monster.

Round 2: Bard maintains performance and attacks from range, rogue readies to attack when flanking, summoned eagles appear as cleric casts bless and wizard casts sleep/grease/color spray.

Round 3+: Everyone keeps attacking.

A pair of summoned celestial eagles can really swing a fight your way, since you get 3 attacks per round from each one. Getting into higher levels, you get even better options at each tier, and the best part is how much flexibility it can afford your group depending on the situation. Flying enemies? No problem. Underwater combat? Easy peasy.

Controller as f!*% at the moment! XD but I don't know how that functions at higher levels. He dropped some pretty devastating flaming spheres though...


lemeres wrote:

Generally speaking... ignore HP during combat. Whatever spell slot you use to heal an ally that is about to fall could be better used casting a spell to drive off whatever is threatening them.

It is an action economy problem- spending an action too bandaid the situation doesn't help much if your teammate gets twice as much damage from the two enemies flanking him. Buffs and crowd control are more likely to improve his situation.

As a healer, instead of focusing on HP, focus on condition removal. The nastiest encounters tend to be the ones that cripple you, rather than kill you quickly with hp damage. If the party ranger is blinded, he has lost all effectiveness as a melee warrior or archer. He is pretty much taken out of the fight- which means that his actions would be wasted. In that case, a remove blindness would be trading your actions in return for giving the ranger back his actions.

As mentioned- Heal is a really good spell. It covers conditions and a fair chunk of hp. Other than that, I would just leave some slots open so you can spend 15 minutes to get the right spell to patch things up.

That would be the ideal for me! I would like to be able to damage/protect/buff during the fight and heal after the dust has settled but I thought that you need someone constantly healing people all around which seems to be... wrong? Not keeping my party topped-up, rather keeping them alive during the fight.


I wouldn't mind not going full cleric. I think our wizard will be the dominant spell caster by far. Full spell progress or at least close to full would be nice.
I just want to be as helpful as possible but I'm always open to ideas.

I considered the pala but I didn't like that he gets only 1 domain and his spell list is pretty low.

I didn't think I should focus that much on channel energy but you said its essential.

I have considered that healing is less good than preventing damage.


Greetings, this is my first time posting in the forums!

I started playing PnP pathfinder about 3 weeks ago, finished my 3rd session and had a few fights with Undead creatures with the rest of my party, which consists of a Ratfolk rogue, a Kitsune bard, an Elf Wizard and me playing an Aasimar Cleric of Sarenrae, (glory+healing domain). We started at 3rd level.

The basic idea for me is to be a frontliner for the party, who heals. At least that's what we discussed with my friends, who have a lot more experience than me.

I have read on tons of material regarding clerics, builds, multiclassing, prestige classes etc etc to the point it has become a mess in my head and thought I should just play pure cleric.

I have only put 1 feat, Toughness, have 2 traits that I haven't selected and my abilities are 14 STR 10 DEX 16 CON 10 int 16 WIS 10 CHA, 15 point buy Archon Heritage Aasimar.

I would really appreciate any guidelines or ideas on how to build and play my character on the following levels. I am not so much fascinated by the channel energy builds and I would like to have full spell progression.

Thank you in advance!