Battle Cleric possible?


General Discussion (Prerelease)

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We are starting a new Pathfinder game soon in my local group and I might be playing a Cleric for the fist time. I remember that battle Clerics of old that people would make in other games and I am wondering if some concept like that is possible in Pathfinder? A friend of mine from the campaign was saying that on first glance it doesn't seem as possible in Pathfinder as it is in normal 3.5. I would love to play a battle Cleric that can heal the group some but can also heal himself, of course, and be a martial powerhouse as well.

If this is possible what do I need to add to my build to make this effective?


Here is my build so far from PCgen. Feel free to critique this and tell me what I should change, etc. to get what it is I am looking for with a battle Cleric.

Name: Cerwyn Lightbringer
Race: Half-Elf
Player: Jon
Classes: Cleric2
Hit Points: 17
Experience: 835 / 3300
Alignment: Neutral Good
Vision: Low-light
Speed: Walk 20 ft.
Languages: Celestial, Common, Elven
Stat Score Mod
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 13 (+1)
WIS 18 (+4)
CHA 10 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -4 0.0 2 -6
Appraise 1 0.0 1 0
Bluff 0 0.0 0 0
Climb -6 0.0 0 -6
Craft (Untrained) 1 0.0 1 0
Diplomacy 4 1.0 0 3
Disguise 0 0.0 0 0
Escape Artist -4 0.0 2 -6
Heal 14 2.0 4 8
Intimidate 0 0.0 0 0
Perception 6 2.0 4 0
Perform (Untrained) 0 0.0 0 0
Ride -4 0.0 2 -6
Sense Motive 4 0.0 4 0
Spellcraft 6 2.0 1 3
Stealth -4 0.0 2 -6
Survival 6 0.0 4 2
Swim -6 0.0 0 -6

-------------------------- Feats ---------------------------
Self-Sufficient
You know how to get along in the wild and how to effectively treat wounds.:

Skill Focus (Heal)
CMB Output
-------------------- Special Abilities ---------------------
Character Trait: Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Character Trait:Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cash increases to 900 gp.

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 13 / 11 / 12
Initiative: +2
BAB: +1
Melee tohit: +1
Ranged tohit: +3
Fortitude: +4
Reflex: +2
Will: +7
Unarmed attack:
to hit: +1
damage: 1d3
critical: 20/x2
Scimitar:
to hit: +1
damage: 1d6
critical: 18-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Scholar's) 1 6lbs
Backpack (54.5 lbs.)
Bedroll 1 5lbs
Holy Water (Flask) 1 1lbs
Lantern (Hooded) 1 2lbs
Mirror (Small/Steel) 1 0lbs
Outfit (Cold Weather) 1 7lbs Special: +5 circumstance bonus on Fortitude saves against exposure to cold weather
Rations (Trail/Per Day) 10 10lbs
Spellbook (Wizard's/Blank) 1 3lbs
Waterskin (Filled) 1 4lbs
Tent 1 20lbs
Total weight carried:
Current load: Heavy
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------

Cleric Spells

SPELLBOOKNAME0

Level 0
Bleed (Necromancy)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes Effect: Cause a stabilized creature to resume dying. Target: One living creature
Create Water (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: Creates 4 gallons of pure water. Target: Up to 4 gallons of water
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 2 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: Detects spells and magic items within 60 ft. Target: Cone-shaped emanation
Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: Detects poison in one creature or small object. Target: One creature, one object, or a 5-ft. cube
Guidance (Divination)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: +1 on one attack roll, saving throw, or skill check. Target: Creature touched
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 20 minutes [D] Range: Touch Components: V, M/DF
SR: No Effect: Object shines like a torch. Target: Object touched
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: Makes minor repairs on an object. Target: One object of up to 2 lbs.
Purify Food and Drink (Transmutation)
Saves: Will negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (object) Effect: Purifies 2 cu. ft of food or water. Target: 2 cu. ft. of contaminated food and water
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, S, F
SR: Effect: Read scrolls and spellbooks. Target: You
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: Subject gains +1 bonus on saving throws. Target: Creature touched
Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes (harmless) Effect: Cause a dying creature to stabilize. Target: One living creature
Virtue (Transmutation)
Saves: Fortitude negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 min. Range: Touch Components: V, S, DF
SR: Yes (harmless) Effect: Subject gains 1 temporary hp. Target: Creature touched

Level 1
Bane (Enchantment)
Saves: Will negates DC: 15 Casting: 1 standard action
Duration: 2 minutes Range: 50 ft. Components: V, S, DF
SR: Yes Effect: Enemies take -1 on attack rolls and saves against fear. Target: All enemies within 50 ft.
Bless (Enchantment)
Saves: None DC: Casting: 1 standard action
Duration: 2 minutes Range: 50 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Allies gain +1 on attack rolls and saves against fear. Target: The caster and all allies within a 50-ft. burst, centered on the caster
Bless Water (Transmutation)
Saves: Will negates (object) DC: 15 Casting: 1 minute
Duration: Instantaneous Range: Touch Components: V, S, M
SR: Yes (object) Effect: Makes holy water. Target: Flask of water touched
Cause Fear (Necromancy)
Saves: Will partial DC: 15 Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text Range: Close (30 ft.) Components: V, S
SR: Yes Effect: One creature of 5 HD or less flees for 1d4 rounds. Target: One living creature with 5 or fewer HD
Command (Enchantment)
Saves: Will negates DC: 15 Casting: 1 standard action
Duration: 1 round Range: Close (30 ft.) Components: V
SR: Yes Effect: One subject obeys selected command for 1 round. Target: One living creature
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You understand all spoken and written languages. Target: You
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: Cures 1d8+2 damage. Target: Creature touched
Deathwatch (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: 20 minutes Range: 30 ft. Components: V, S
SR: No Effect: Reveals how near death subjects within 30 ft. are. Target: Cone-shaped emanation
Detect Chaos (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 20 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: Reveals creatures, spells, or objects of chaotic alignment. Target: Cone-shaped emanation
Detect Evil (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 20 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: Reveals creatures, spells, or objects of evil alignment. Target: Cone-shaped emanation
Detect Good (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 20 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: Reveals creatures, spells, or objects of good alignment. Target: Cone-shaped emanation
Detect Law (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 20 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: Reveals creatures, spells, or objects of lawful alignment. Target: Cone-shaped emanation
Detect Undead (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 2 minutes [D] Range: 60 ft. Components: V, S, M/DF
SR: No Effect: Reveals undead within 60 ft. Target: Cone-shaped emanation
Divine Favor (Evocation)
Saves: DC: Casting: 1 standard action
Duration: 1 minute Range: Personal Components: V, S, DF
SR: Effect: You gain +1 on attack and damage rolls. Target: You
Doom (Necromancy)
Saves: Will negates DC: 15 Casting: 1 standard action
Duration: 2 minutes Range: Medium (120 ft.) Components: V, S, DF
SR: Yes Effect: One subject takes -2 on attack rolls, damage rolls, saves, and checks. Target: One living creature
Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: Exist comfortably in hot or cold environments. Target: Creature touched
Entropic Shield (Abjuration)
Saves: DC: Casting: 1 standard action
Duration: 2 minutes [D] Range: Personal Components: V, S
SR: Effect: Ranged attacks against you have 20% miss chance. Target: You
Hide from Undead (Abjuration)
Saves: Will negates (harmless); see text DC: 15 Casting: 1 standard action
Duration: 20 minutes [D] Range: Touch Components: V, S, DF
SR: Yes Effect: Undead can't perceive 2 subjects. Target: 2 touched creatures
Inflict Light Wounds (Necromancy)
Saves: Will half DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: Touch deals 1d8+2 damage. Target: Creature touched
Magic Stone (Transmutation)
Saves: Will negates (harmless, object) DC: 15 Casting: 1 standard action
Duration: 30 minutes or until discharged Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Three stones gain +1 on attack rolls, deal 1d6+1 damage. Target: Up to three pebbles touched
Magic Weapon (Transmutation)
Saves: Will negates (harmless, object) DC: 15 Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Weapon gains +1 bonus. Target: Weapon touched
Obscuring Mist (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 2 minutes Range: 20 ft. Components: V, S
SR: No Effect: Fog surrounds you. Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
Protection from Chaos (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target: Creature touched
Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target: Creature touched
Protection from Law (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Target: Creature touched
Remove Fear (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 10 minutes; see text Range: Close (30 ft.) Components: V, S
SR: Yes (harmless) Effect: Suppresses fear or gives +4 on saves against fear for 1 subjects. Target: 1 creatures, no two of which can be more than 30 ft. apart
Sanctuary (Abjuration)
Saves: Will negates DC: 15 Casting: 1 standard action
Duration: 2 rounds Range: Touch Components: V, S, DF
SR: No Effect: Opponents can't attack you, and you can't attack. Target: Creature touched
Shield of Faith (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 2 minutes Range: Touch Components: V, S, M
SR: Yes (harmless) Effect: Aura grants +2 deflection bonus. Target: Creature touched
Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 2 rounds [D] Range: Close (30 ft.) Components: V, S, F/DF
SR: No Effect: Calls extraplanar creature to fight for you. Target: One summoned creature

------------------------ Description -----------------------
Height: 5' 4" Weight: 130 lbs. Gender: Male
Eyes: Green Hair: Red,Long Skin:
Dominant Hand: Left Quirks: ,
Speech style: Quotable:
Full Description

Background


All that money and yet no armor? AC 13 isn't going to cut it as a battle cleric.

Did you roll those ability scores? Otherwise I'm guessing you used a 20-point system to buy:

STR 10
DEX 14
CON 12
INT 13
WIS 16 + 2 racial
CHA 10

Am I right?

I would seriously reconsider your STR of 10. You said yourself you want to be a "melee powerhouse". Well, a 10 STR is far from that goal.

Try this:

STR 14
DEX 12
CON 14
INT 12
WIS 15 + 2 racial
CHA 8

Now you have more HP, and you are +2 to hit and +2 to damage better than your original stats. Your DEX is a little lower, but once you get into Full Plate you won't need a 14 DEX.

Already you're much more of a powerhouse.

Now, instead of listing every spell in the game, you might want to just list the ones you plan to prepare and use the most. Spell selection is far far more important for a battle cleric than it is for a heal-bot cleric.

Divine Favor (+1 to hit and damage) looks good. As does Shield of Faith, especially if you're going with a two-handed weapon. Spells like these will be your bread and butter as you level up.

Scimitar is a fairly weak choice, until you can get some magic items or spells that let you do more than just an extra d6+2 on your critical hits. Consider a Falchion if you like the look (it's two-handed so you'll already be +3 damage instead of +2) or go all the way up to greatsword, unless you can't (faith-restricted maybe).

Drop the spellbook. Clerics don't need them.

Get him into some decent armor. Maybe start with a Breastplate, or Banded since you can afford it.

And don't forget that with PCGen you need to turn on the feature that counts your armor and weapons into your encumbrance, but with a 14 STR you'll be able to carry more.

And hurry and edit that post to get rid of those loooooong spell lists.


DM_Blake wrote:

All that money and yet no armor? AC 13 isn't going to cut it as a battle cleric.

(more to come)

He actually has leather armor. I will be buying better though. This was originally my girlfriend's character she made in PCgen and I took it over and have been editing it, turning it into a male, etc. He also appears to be a bit encumbered atm. I will need to fix that as well.

Liberty's Edge

Um, what kind of battle are you hoping to get into with him? Melee, or ranged? Because if it's the former, you'd be well served to start by looking at that Str 10.


Shisumo wrote:
Um, what kind of battle are you hoping to get into with him? Melee, or ranged? Because if it's the former, you'd be well served to start by looking at that Str 10.

I know....like I said, this was my girlfriend's character and I took it over and am now tweaking it into my own concept. She was a primary healer concept. My concept is to make it into a battle Cleric. So tell me how you would change/add things to achieve that please. Even attributes will need to be changed. We are using the high fantasy option in the beta rules for points to use to build characters with.


Also maybe ya want to look into the holy warrior thing from the campaign setting. You give up your domains but gain a d10 HD and Full BAB


seekerofshadowlight wrote:
Also maybe ya want to look into the holy warrior thing from the campaign setting. You give up your domains but gain a d10 HD and Full BAB

I have the campaign sourcebook. I wonder how badly that would hurt me to lose my domain. hmmm........


daddystabz wrote:
seekerofshadowlight wrote:
Also maybe ya want to look into the holy warrior thing from the campaign setting. You give up your domains but gain a d10 HD and Full BAB
I have the campaign sourcebook. I wonder how badly that would hurt me to lose my domain. hmmm........

I would lose Shield of Faith and Cure light Wounds. This could hurt the group overall. We desperately need some heals in the group. But I also would love to be a battle Cleric. It just seems that a battle Cleric-type would be more effective as a combat character. I saw where this was mentioned under the cleric class in the campaign setting book but I did not see where it mentioned you move to a d10 HD and full BAB.

Liberty's Edge

Have you considered a paladin? Pathfinder paladins are easily as effective at healing as 3.5 clerics are.


Shisumo wrote:
Have you considered a paladin? Pathfinder paladins are easily as effective at healing as 3.5 clerics are.

I have indeed considered a paladin. It fits very closely the concept I am thinking of. I was just wondering if a cleric can be a more effective paladin than a paladin, so to speak, if you know what I mean.


Shisumo wrote:
Have you considered a paladin? Pathfinder paladins are easily as effective at healing as 3.5 clerics are.

I'm not sure I'd go that far, but the new paladin does rock!

I missed what deity you serve, but a one level dip into a combat class might be an option if it fits your concept.


Bitter Thorn wrote:
Shisumo wrote:
Have you considered a paladin? Pathfinder paladins are easily as effective at healing as 3.5 clerics are.

I'm not sure I'd go that far, but the new paladin does rock!

I missed what deity you serve, but a one level dip into a combat class might be an option if it fits your concept.

What do you all think about this Paladin I just made in PCgen? He is built to be melee effective while still being able to heal decently.

Name: Cerwyn Lightbringer
Race: Human
Player: Jonathan Baldridge
Classes: Paladin2
Hit Points: 28
Experience: 1300 / 3300
Alignment: Lawful Good
Vision:
Speed: Walk 20 ft.
Languages: Common
Stat Score Mod
STR 17 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 11 (+0)
WIS 10 (+0)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -5 0.0 1 -6
Appraise 0 0.0 0 0
Bluff 2 0.0 2 0
Climb -3 0.0 3 -6
Craft (Untrained) 0 0.0 0 0
Diplomacy 6 1.0 2 3
Disguise 2 0.0 2 0
Escape Artist -5 0.0 1 -6
Heal 4 1.0 0 3
Intimidate 2 0.0 2 0
Perception 2 2.0 0 0
Perform (Untrained) 2 0.0 2 0
Ride -5 0.0 1 -6
Sense Motive 5 2.0 0 3
Spellcraft 0 0.0 0 0
Stealth -5 0.0 1 -6
Survival 0 0.0 0 0
Swim -3 0.0 3 -6

-------------------------- Feats ---------------------------
Defensive Combat Training
You have been trained to defend yourself from a variety of combat maneuvers.

Toughness
CMB Output
-------------------- Special Abilities ---------------------
Trait 1: Rich Parents (900 gp to start). Trait 2: Sacred Touch (Can stabilize a dying creature merely by touching it)

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 19 / 13 / 18
Initiative: +1
BAB: +2
Melee tohit: +5
Ranged tohit: +3
Fortitude: +7
Reflex: +3
Will: +2
Unarmed attack:
to hit: +5
damage: 1d3+3
critical: 20/x2
Longbow:
to hit: +3
damage: 1d8
critical: 20/x3
range: 100 ft.
Sword, Bastard:
to hit: +5
damage: 1d10+4
critical: 19-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Banded Mail 1 35lbs
Cape (Add TypeClothing) 1 1lbs Special: Standard Cape
Darkwood Shield 1 5lbs Special: 10hp/inch and 5 hardness
Outfit (Traveler's) 1 5lbs
Sword (Bastard) 1 6lbs
Backpack (112.5 lbs.)
Ale (Gallon) 5 40lbs
Arrows (50) 1 7lbs
Bedroll 1 5lbs
Lantern (Bullseye) 1 3lbs
Rations (Trail/Per Day) 15 15lbs
Rope (Hemp/50 ft.) 1 10lbs
Wine (Common/Pitcher) 5 30lbs
Longbow (3 lbs.)
Total weight carried:
Current load: Medium
Encumbrance
Light: 86
Medium: 173
Heavy: 260
--------------------------- Magic --------------------------

Paladin Spells

------------------------ Description -----------------------
Height: 6' 1" Weight: 160 lbs. Gender: Male
Eyes: Green Hair: Brown,Short Skin: White
Dominant Hand: Right Quirks: Heroic & Courageous, Selfless
Speech style: Eloquent Quotable:
Full Description

Background

--->It thus looks like I would be able to heal 3 times a day for 2 HPs each time at lvl 2. Not great healing at all but it is a start.


Why a bastard sword as opposed to a long sword or two handed sword?

Scarab Sages

Bitter Thorn wrote:
Why a bastard sword as opposed to a long sword or two handed sword?

In fact, since you didn't take exotic weapon bastard sword you can't use it one handed. Without the feat, you might as well stick with one of the two that Bitter listed in his post.


underling wrote:
Bitter Thorn wrote:
Why a bastard sword as opposed to a long sword or two handed sword?
In fact, since you didn't take exotic weapon bastard sword you can't use it one handed. Without the feat, you might as well stick with one of the two that Bitter listed in his post.

I wasn't aware you needed a special feat to use a bastard sword one handed, which is ludicrous imo. I just saw I had proficiency with it as a human paladin and grabbed it because I like its stats. As far as I can tell, I do not see paladins getting any more feats after lvl 1. What is up with that?


I now traded the bastard sword for a longsword.


daddystabz wrote:
underling wrote:
Bitter Thorn wrote:
Why a bastard sword as opposed to a long sword or two handed sword?
In fact, since you didn't take exotic weapon bastard sword you can't use it one handed. Without the feat, you might as well stick with one of the two that Bitter listed in his post.
I wasn't aware you needed a special feat to use a bastard sword one handed, which is ludicrous imo. I just saw I had proficiency with it as a human paladin and grabbed it because I like its stats. As far as I can tell, I do not see paladins getting any more feats after lvl 1. What is up with that?

A) Paladin's are proficient with a bastard sword. A bastard sword is a one-and-a-half hand sword, similar to a katana. Both weapons can be swung with one hand, but not in combat without special training. Both can be used two-handed if you're proficient with them, but require a feat (to represent the extra training) to use them one handed in combat effectively.

B) Paladin's don't get any class specific feats, you still get the normal feats every 3rd level.

Scarab Sages

daddystabz wrote:
underling wrote:
Bitter Thorn wrote:
Why a bastard sword as opposed to a long sword or two handed sword?
In fact, since you didn't take exotic weapon bastard sword you can't use it one handed. Without the feat, you might as well stick with one of the two that Bitter listed in his post.
I wasn't aware you needed a special feat to use a bastard sword one handed, which is ludicrous imo. I just saw I had proficiency with it as a human paladin and grabbed it because I like its stats. As far as I can tell, I do not see paladins getting any more feats after lvl 1. What is up with that?

That's probably best for the paladin. YOu only get your feat every odd level (with no bonus choices due to all of your class abilities) so feats are at a premium.

Also, you may want to reconsider a battle priest. You can make them work quite well with a little planning. Assuming a Beta rule character (20pt buy), start with something like this

Human
bonus weapon proficiency: greatsword

str: 16
dex: 12
con: 13
int: 10
wis: 16
chr: 10

Feat choices:
1st- overhand chop
bonus- toughness or weapon focus

Rationale: essentially, you have a pretty good caster (wisdom 16)who maximizes the use of strength for combat. Overhand chop allows you to double your strength bonus to damage when you do a full attack action. Starting at 2d6+6 at 1st level is nothing to sneeze at.

Toughness is a good choice as the +3hp, +1/lvl gives you a substantial HP boost at low levels, and will help you stay in the ballpark with the fighter classes.

Weapon focus should also be on your short list, as your BAB falls behind a straight fighter pretty fast. Any bonuses you can acquire help to close that gap.

At 3rd level, I would definitely take power attack. While you sacrifice much of your to hit chance, you could be power attacking at 3rd level for 2d6+12 (6 from power attack, 6 from overhand chop) Put this guy in the heaviest armor you can afford & you'll do pretty well.

Spells should focus on those that enhance you, followed by those that give minuses to your enemies. The only exceptions are spells like spiritual weapon that can help you get a flanking bonus, or your few solid direct damage spells.

hope that helps!


mdt wrote:


B) Paladin's don't get any class specific feats, you still get the normal feats every 3rd level.

Every odd level isn't it?

And the Pally's Lay on hands heals for 1d6 every 2 levels.


Balor wrote:
mdt wrote:


B) Paladin's don't get any class specific feats, you still get the normal feats every 3rd level.

Every odd level isn't it?

And the Pally's Lay on hands heals for 1d6 every 2 levels.

Not unless that's changed in Pathfinder. SRD is one feat every 3 levels (3, 6, 9, 12, 15, 18). Not every other level (which would be every odd level, 3, 5, 7, 9, etc).

Scarab Sages

mdt wrote:
Balor wrote:
mdt wrote:


B) Paladin's don't get any class specific feats, you still get the normal feats every 3rd level.

Every odd level isn't it?

And the Pally's Lay on hands heals for 1d6 every 2 levels.

Not unless that's changed in Pathfinder. SRD is one feat every 3 levels (3, 6, 9, 12, 15, 18). Not every other level (which would be every odd level, 3, 5, 7, 9, etc).

its changed in Pathfinder to every odd level


Tip: Don't paste in reams of unformatted crap. This isn't a bug-fix forum for PC-Gen.
Was every character of that important for people to read? I doubt it.

I'm not even sure why you felt it important to include all that info, as your character doesn't really seem to have any substance so far (in that ~everything~ your character seems to be open for revision...)
How does including every last character of PC-Gen output clarify things anymore than "I want to make a Battle Cleric type PC of N level?"


underling wrote:
mdt wrote:
Balor wrote:
mdt wrote:


B) Paladin's don't get any class specific feats, you still get the normal feats every 3rd level.

Every odd level isn't it?

And the Pally's Lay on hands heals for 1d6 every 2 levels.

Not unless that's changed in Pathfinder. SRD is one feat every 3 levels (3, 6, 9, 12, 15, 18). Not every other level (which would be every odd level, 3, 5, 7, 9, etc).
its changed in Pathfinder to every odd level

Huh, hadn't noticed that. What happens when you find out about something after the beta is over with. That's an extra 3 over 20 levels. Not bad.


For a battle cleric, look at the cleric entry in the Campaign Setting (pg 43) and ask your DM if you can play a "Holy Warrior". You lose both domains but your hit die changes to d10 and you get full fighter bab.

Also, depending on point buy, here is a decent 15 point buy cleric, S-14, D-10, C-14, I-8, W-16 (14+2) CH-12. Human, weapon focus in deity weapon, and extra turning at first level.

-- david
Papa.DRB


I wish you could choose this option in PCgen. I don't know of any way to get the "holy Warrior" option in PCgen.


I have seen holy warriors in a few games 2 being beta games they worked well I thought. I mean dude full caster and full BAB and a d10 HD Heh evil holy warriors are fun blackguard type NPC's


daddystabz wrote:
I wish you could choose this option in PCgen. I don't know of any way to get the "holy Warrior" option in PCgen.

I assume you have downloaded Pathfinder RPG beta.

So far I gather you're starting at 2nd level, and you have a 30(?) point build.

What other guide lines has your DM given you?

What other books can you use?

This character gen may let you have the option that you want. If you can get full BAB, d10 HD, and full casting, I don't think I can offer anything better. However you may want to run that by the DM first.

http://www.chargen.motime.com/

I get the impression that you're fairly new to PRPG, so I hope you come away with a PC that fits your group and is a blast to play!


I am indeed new to PRPG but I am extremely experienced with RPGs in general. We are using the point amount for high fantasy from the Pathfinder book, which I believe is a 20 pt build. I put my 2 bonus pts into Str.


daddystabz wrote:
I am indeed new to PRPG but I am extremely experienced with RPGs in general. We are using the point amount for high fantasy from the Pathfinder book, which I believe is a 20 pt build. I put my 2 bonus pts into Str.

Check, high fantasy is a 20 point build.

I'm surprised so many people are suggesting a 10 CHA with the beta channel energy rules. 3 channels a day is ok depending on your party.


What is the best overall offensive domain for a good aligned cleric?


daddystabz wrote:
What is the best overall offensive domain for a good aligned cleric?

Are you using the core deities from the beta, and have you down loaded the free beta rules PDF from this site?

As they stand in beta Good is a surprisingly solid domain choice. War, strength, fire, sun, healing, and community are solid options as well.

You could go with Iomedae (LG) and take Good and War. You would get longsword proficiency because it's you deities favored weapon and you could take long bow for your human proficiency.

You could go with Erastil (LG) and take Good and Community. Community lets you remove fatigued, shaken, and sickened conditions. You would get longbow proficiency because it's you deities favored weapon and you could take longsword or great sword for your human proficiency.


I chose Fire and Heal. I am now just trying to find where you choose your Channel Energy at in PCgen.

I do indeed have the beta as a pdf and in actual print form as well.

Silver Crusade

Pathfinder Adventure Path Subscriber

To be honest, I never had much trust in chargen applications such as PcGen, they always have something missing/not working/not calculated. After some harrowing experiences I just stick to writing up my characters using the good old pen and paper.

Scarab Sages

Bitter Thorn wrote:
daddystabz wrote:
I am indeed new to PRPG but I am extremely experienced with RPGs in general. We are using the point amount for high fantasy from the Pathfinder book, which I believe is a 20 pt build. I put my 2 bonus pts into Str.

Check, high fantasy is a 20 point build.

I'm surprised so many people are suggesting a 10 CHA with the beta channel energy rules. 3 channels a day is ok depending on your party.

the lack of ability to control it makes it suboptimal choice for me. Even the selective channeling feat only lets you exclude one target per point of chr bonus. Because I don't want to heal enemies when I heal my group, I tend to de-emphasize channel energy

ymmv of course.

Shadow Lodge

Just out of curiosity, what type of Battle Cleric are you wanting to play?

My first assumption was a Cleric that gets into the middle of combats, buffs self and Fighter up, hashes out some damage, tosses a spell here and there, and just has fun in combat. That is what I would prefer myself, but just curious.

There is the "Battle Cleric" that is all about healing the party of all ailments as soon as possible, and just playing a medic.

There is the tactical leader "Battle Cleric", using their spells and skills to control an army from the hill top.


daddystabz wrote:
I wish you could choose this option in PCgen. I don't know of any way to get the "holy Warrior" option in PCgen.

Well, I coded up a template for use in PCGen. Get with me offline and I will send you the files.

papa_drb@yahoo.com

Please put "PCGen Holy Warrior files" in the subject or your email might go into the Spam folder.

-- david
Papa.DRB


"A Cleric that gets into the middle of combats, buffs self and Fighter up, hashes out some damage, tosses a spell here and there, and just has fun in combat."

That is the kind of Cleric I'd like to play.

Also, is overhand chop only good for 2-handed weapons? I was asking because I had been considering going sword & shield instead of greatsword. What do you all think?

Is it really worth it and a good tradeoff to trade both your domains for a d10 hit die and for full BAB? How well would I be able to heal if I do this? How well would I be able to mix it up in melee combat if I take Fire and Heal domains instead?

Shadow Lodge

daddystabz wrote:

Also, is overhand chop only good for 2-handed weapons? I was asking because I had been considering going sword & shield instead of greatsword. What do you all think?

Is it really worth it and a good tradeoff to trade both your domains for a d10 hit die and for full BAB? How well would I be able to heal if I do this? How well would I be able to mix it up in melee combat if I take Fire and Heal domains instead?

I don't have enough experience with the new domains to say it is worth it. In 3.5, particularly with PHB2 Spontanious Domains, I would say no!!! If you could give up one Domain for wither d10 HP, or Full BAB, I might go that way, but I wouldn't want to give up the Domains, one of the very few things that differintiates Clerics.

If you are going Sword and Shield, I think the Bastard Sword (Exotic Weapon Proficiency) would be better. As a Cleric, you can cast Magic Vestment on your Armor and your Shield daily, and save yourself a lot of money. There is not a lot of really good Cleric only gear, but there is a lot of gear that Clerics can use, (wands, expensive spell components, utility gear, Metamagic Rods, etc. . .). Additionally, (when you can), you can also focus on a single super good weapon, for a fraction of the cost, with Greater Magic Weapon. Get a +1, and than just put on magic abilites, using the spell to get your other +1's.

As a Cleric, you are not going to have many feats, and not going to be able to qualify for many of the extended trees. So keep that in mind. You are also going to want to not specifically focus on one feat tree, but rather have some options. You are a melee guy, but also a spellcaster, and also a semisocial heart of the group. So toss in a Metamagic Feat, but not many. Extend is good for Clerics, and at higher levels Quicken. Most others are not so great, unless you are wanting a one trick pony spell. This is all just in general, so you might find a spell you just must absolutely Extend or Empower, which is okay.

Personally, I stay away from Shield of Faith usually. It is a Deflection Bonus, and those are the easiest AC to come by. I've found that when someone else buffs the party, it usually did not affect me at all, so I stopped using the self buffs like Shield of Faith pretty fast.

Shadow Lodge

Detect Evil can be a good choice, but Detect Good is invaluable. . .


I don't see burning a feat for the bastard sword's +1 average damage to be a good choice for a build with few feats. He's going to get scimitar proficiency for his deity, so weapon focus scimitar might be a better choice if he doesn't go with the full BAB option.


daddystabz wrote:

I chose Fire and Heal. I am now just trying to find where you choose your Channel Energy at in PCgen.

I do indeed have the beta as a pdf and in actual print form as well.

Fire and heal definitely give you more options. I think you can do a good scimitar and shield cleric that's good in melee.


Below 6th level (in parties without a Bard) I'd recommend Bless over Divine Favor. You don't get the damage side, but you hit the whole party. Otherwise the bonus just seems too small usually, compared to just using it for a cure light wounds.

Remember you are proficient in your Deities favored weapon, regardless of domains.


Shelynn actually makes a good goddess for a battle cleric. Stand behind the fighter and swing that glaive!

Good, Protection, and Luck aren't bad choices for domains either (probably do Good and Protection for the boost to Save throws... replaces the cloak of resistance).

Shadow Lodge

Drizzt has forever ruined scimitars for me. Besides, i'd go bastard sword in hopes of one day getting a sun sword. But that is just me.


Scimitar with keen or improved crit down the road isn't bad.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I'm surprised that no one's menationed useing the War Domain. (unless you have the proper dataset loaded in PCGen you probably aren't seeing it)

By the way, my wife played a Cleric of Torm in Living City using the War domain. With the right spells, she was Large and in charge.

You do need to be clear on your role though, you're either going to be a cleric who's primary focus is combat and divine assisted combat with healing a secondary role or vice versa.


Beckett wrote:
Drizzt has forever ruined scimitars for me. Besides, i'd go bastard sword in hopes of one day getting a sun sword. But that is just me.

Sun Sword makes me think of Thundar and Ookla.


LazarX wrote:
I'm surprised that no one's menationed useing the War Domain. (unless you have the proper dataset loaded in PCGen you probably aren't seeing it)

If anyone has questions on PCGen, please visit our Yahoo Groups:

PCGen Main
PCGen Lst File Help

or send an email to
pcgen@yahoogroups.com
PCGenListFileHelp@yahoogroups.com

and join in the conversation. We will be glad to help with how the program works, helping you build your own data (lst) files, etc.

-- david
Papa.DRB
PCGen Group Moderator and Lowly Data Monkey

ps. Gary/Vic/Ross - the BBCode tags won't let me do two [email] tags in the same post. It runs all the text together to the end of the 2nd ending tag.

Shadow Lodge

LazarX wrote:

I'm surprised that no one's menationed useing the War Domain. (unless you have the proper dataset loaded in PCGen you probably aren't seeing it)

By the way, my wife played a Cleric of Torm in Living City using the War domain. With the right spells, she was Large and in charge.

I haven't really tried the PathFinder War Domain. But with Clerics getting free favored weapon proficiency, the War (3.5) Domain doesn't really offer much that any Cleric can't do, until the higher levels. I would suggest Strength Domain for more combat abilities.

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