Dps Cleric Build


Pathfinder First Edition General Discussion


The characters starting level will be 5 using 15 point point buy starting gold of a level 5, only half gold can go to item creation feats (if i take them) and no more than half gold can go to 1 item.

That is the info the dm has given me to make a character. So basically I want a cleric that has good damage. Race wise i usually play dwarven clerics but that isn't set in stone. All the clerics i have played previous have been healbots and i don't really know how to start.


Are you trying to make another healbot?

Is that one half gold according to market price or can you use the item creation feat price?

Which books are allowed?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Nubzcrymore wrote:
Race wise i usually play dwarven clerics but that isn't set in stone.

[threadjack]

That made me chuckle.

[/threadjack]


Awesome.

Now WOW terminology has crept into a perfectly good Tabletop game.

Batts


wraithstrike wrote:

Are you trying to make another healbot?

Is that one half gold according to market price or can you use the item creation feat price?

Which books are allowed?

Well the first two questions are answered in the post, i want dps not healbot, and yes i can use item creation feats but if i do only half of the gold, i think it's 10500, so 5250 can be used in item creation and that is based off the reduced price of the item not the market value. As far as books just pathfinder core.


Skeld wrote:
Nubzcrymore wrote:
Race wise i usually play dwarven clerics but that isn't set in stone.

[threadjack]

That made me chuckle.

[/threadjack]

That wasn't intentional but funny.

Iczer wrote:

Awesome.

Now WOW terminology has crept into a perfectly good Tabletop game.

Batts

DPR if you wish, and the term dps isn't automatically linked to WOW, you know there were games that existed before WOW and to assume someone that says DPS has played WOW well ya


sorry thread jack...but would that not be DPR? damage per round? Just saying and all

The correct term your looking for is combat cleric

/end thread jack


seekerofshadowlight wrote:

sorry thread jack...but would that not be DPR? damage per round? Just saying and all

The correct term your looking for is combat cleric

/end thread jack

sigh i addressed that in my previous post . ... . .. . .. .

Shadow Lodge

Nubzcrymore wrote:
seekerofshadowlight wrote:

sorry thread jack...but would that not be DPR? damage per round? Just saying and all

The correct term your looking for is combat cleric

/end thread jack

sigh i addressed that in my previous post . ... . .. . .. .

You posted at the same time, so of course he wouldn't see that...


ok none of that matters, so does anyone have any advice or links that could help me with this?


Ok, so instead of commenting on your use of DPS, I've got some suggestions for you.

There are two modes of thought for a combat cleric (as they're called). The first is to dump wisdom to the minimum 13 and rely on a +6 wisdom item to gain access to your highest spells. The second is to get the minimum 19 wisdom by 16 (with a 15 wisdom). I'm of the second school, but only because I don't like the idea of a poser priest.

Dwarves make good clerics, and I'd recommend one for either build. Humans make very good clerics as well, and have an extra feat which is very handy at low levels. For stats I'd recommend:

Dwarf: Str 15, Dex 12, Con 12 (+2), Int 10, Wis 15 (+2), Cha 8
Human: Str 16 (+2), Dex 12, Con 12, Int 10, Wis 15, Cha 9

This is for the wisdom 19 by 16th level build, of course.

Next you'll need to choose a god with a decent weapon. For Sword/Board, I recommend the longsword, scimitar, or warhammer. You probably won't have the strength to get the most out of a 2h weapon, and you could *really* use the AC from a heavy shield.

You could also benefit from hanging behind the lines and using a Longspear to attack your enemies. This is an easier build to make happen, but is less effective when enemies catch you alone or come equipped with the step-up feat.

For feats, suck it up and take heavy armor proficiency. Weapon Focus will do you some good, but it's not totally necessary. Absolutely take combat casting (you're in melee, after all), and consider power attack & improved initiative. While you won't be an offensive caster, clerics get some decent save-free battlefield control that will likely help.

As far as domains go, it's all up to your god. Pick your favorites.


Deity: Gorum (or Zon Kuthon)
Domains: Strength & Destruction (Death & Destruction if Zon Kuthon)

HUMAN
STR 16 (14 +2 Human)
DEX 12
CON 12
INT 7
WIS 14
CHA 14

DWARF
STR 16
DEX 12
CON 12 (10 +2 Dwarf)
INT 7
WIS 14 (12 +2 Dwarf)
CHA 12 (14 -2 Dwarf)

Just my quick thoughts, and I couldn't give a crap about the terminology you use, we understood what you meant. TANK, AGGRO, MOB, NOOB! Hopefully someone somewhere is now wretching in pain from my sudden outburst of videogame speak.


Is the OP willing to A) dip one level of fighter and B) spend 1 round buffing?

If so, here's my first attempt:

Lvl 1:
Human fighter (Neutral or Chaotic Neutral)
16 Str (includes racial bump)
10 Dx
12 Con
8 Int
15 Wis
13 Cha

Feats: Weapon Focus Falchion, Power Attack, Cleave

Lvl 2:
Cleric of Gorum
Domains: Destruction and War
Channel Negative Energy

Lvl 3:
Feat: Channel Smite

Lvl 4:
Bump Charisma for more smites

Lvl 5:
Extra Smites? Improved Init? Craft Wondrous Item?

Belt of Giant Str +2, +1 Falchion, +1 Cloak of Resistance

Un-buffed, you're looking at +8 to hit (4 BAB, 4 Str, 1 Magic, 1 weapon focus, -2 Power Attack). and damage 2d4 +13 critX2 on 18-20

•Smite for +2d6 dmg (save for half) vs. living foes 5/day
•Divine Favor +2/+2 4/day
•Destructive Smite +2 dmg 5/day (can be stacked with channel smite)


To add to my previous post... I typically take Fighter at 1st level also(as Exle has suggested), you can't go wrong with the extra feat, +1 bab, d10 HP & martial proficiencies if you're going to be on the front line of combat. As long as you're not worried about being a spell level behind, and if you're not a healbot/bandaid I don't see why you would be.

Gorum/Strength domain allows you to cast 'enlarge person', requires a round of buff time, but I have found it worthwhile with my 8th level cleric. Gorum's favored weapon is a greatsword (2d6 damage) which increases to 3d6 with 'enlarge person'. My cleric spent a feat on exotic weapon bastard sword so he can still use a shield... 1d10 to 2d8 damage with size increase, one handed and reach. You also get bull's strength as a 2nd level domain spell which is also really useful until you get STR boosting magic items. (you get it non-domain as well eventually)

The Destruction domain gets less use, but I use the Smite and Truestrike from time to time. I just got to level 8, I'm itching to use the aura of destruction.


lvl 5 dwarf cleric, travel and darkness domains

str 21 (18 start, +1 level, +2 belt)
dex 12
con 14 (12 start, +2 racial)
int 7
wis 14 (12 start, +2 racial)
cha 5 (7 start, -2 racial)

feats
blind fight (darkness domain)
heavy armor prof
weapon focus morning star
power attack

skills
perception +7 (+5 ranks, +2 wis)

equip
+1 morning star 2000gp
+1 plate mail 2500gp
+2 belt of giant str 4000gp

move 30 in heavy armor
AC 21
attack with +1 morning star 2 handed
+9 to hit (+3 BAB, +1 weapon focus, +1 enhancement, +5 str, -1 PA)
d8+11 damage (+7 str, +3 PA, +1 enhancement)

spells
lvl 0 detect magic, guidance, mending, purify food & drink
lvl 1 divine favor x4, obscuring mist
lvl 2 spiritual weapon x3, blindness
lvl 3 prayer, fly


If you are playing in Galarion you can lose your 2 domains for full bab and d ten hit dice per level. so at lvl 6 you get 2 attacks and so on.


sir_shajir wrote:
If you are playing in Galarion you can lose your 2 domains for full bab and d ten hit dice per level. so at lvl 6 you get 2 attacks and so on.

I was thinking that, too. Warpriest would be fun, if it's allowed.

Dark Archive

Human

Fighter2/Cleric3

Stats
Alignment: neutral or evil
favored class:Cleric
HP:31
F:6 R:0 W:5
AC:20

STR:14 (16)
CON:10
DEX:10
INT:8
WIS:15
CHA:16

-Feats-
Human Bonus:Power Attack
Fighter Bonus 1st: Weapon focus: Greatsword
Fighter Bonus 2nd:Cleave
1st:Skill Focus: Concentration
3rd:Selective Channeling
5th:Extra Channeling

-Gear-
+1 Greatsword 2350
+1 Full Plate 2650
+2 STR BELT 4000
+1 Cloak of Resistance 1000
500 gp left over for mundane equipment.

Class features:

Domains:

Strength- (Taken for most excellent domain spells)
Strength Surge (SP) 5/day as a standard action give a bonus equal to 1/2 cleric level to melee attacks and STR checks.

Fire- (taken for ranged attack and excellent DPS Domain Spells)
Fire Bolt (SP) 5/day as a standard action use ranged touch to attack an enemy within 30ft damage is 1d6 + 1/2 cleric level (fire damage)

Channel Negative Energy: 8/day All creatures within 30 ft take 2d6 damage will save DC: 15 (10+1/2 cleric level+CHA) for half.(Note selective channeling allows the cleric to choose up to 3 targets that are not effected). Increase damage by 1d6 at every odd numbered cleric level.

Spontaneous Casting: Convert spells to inflict spells of the appropriate level if evil, and your choose of cure or inflict spells (chosen once at character creation) if neutral.

Spells:
0: (Choose whatever fits thematically)
1st- (save DC 13)
Divine Favor x2 (+2 to attack and damage for 1 minute)
Bless (+1 to attack rolls and fear save for all allies for 3 minutes)
DOMAIN:Enlarge Person (Reduces AC to 18, increases attacks with greatsword to: +10 to hit, 3d6+7 damage or +8 to hit, 3d6+ 13 damage if power attacking. This spell also provides a 10 foot reach. Its duration is 3 minutes)

2nd- (Save DC 14)
Spiritual Weapon (floating weapon auto attacks each round +6 to hit, 1d8+1 damage, lasts 3 rounds)
Sound Burst (10 ft spread 1d8 sonic damage to all creatures. Fort save DC 14 or stunned for one round. This is for the squishies)
DOMAIN: Produce Flame (Little touch attack fireballs. Good duration. +4 to hit ranged touch, they hit for 1d6+3 and have a most excellent range of 120 ft. Great for running targets or hard to reach targets)

Attack options:

Regular greatsword: +9 to hit, 2d6 +5 damage 19-20/x2
Power attack: +7 to hit, 2d6+11 damage
(dont forget cleave for rounds in which you have to move. Try and end adjacent to 2 enemies and attack twice, attacking the enemy you believe has the lowest AC first)

With one round of prep: (Divine favor)
Regular:+11 to hit, 2d6+7 damage
Power attack:+9 to hit,2d6+13 damage

With 2 rounds of prep (enlarge+divine favor)
Regular:+12 to hit 3d6+9
Power Attack: +10 to hit, 3d6+15 damage

It is also of note that you will want to favor Channel Negative Energy as a first priority in fights where you can catch more than 2 in the blast. The average DPR of hitting three plus targets should be better than hitting 1-2 with your weapon (unless you are hulked out).

The basic idea of the build is to work groups with channel negative energy getting great DPS until you only have one or two targets, then hulk out and go wail on it with your greatsword. Alternatively if you have time to prepare it may be best to hulk out first and wail on targets with melee, and that is definitely the best course of action if there are less that 3 bads on the board (or within 30 ft of one another)

love,

malkav


My recommendations:

1. Get a lesser quickening rod ASAP. Otherwise you will find that in an average encounter you spend two rounds buffing to kick a lot of butt on the third round... Except that there were only three rounds. Meaning that you go from most mechanically effective to least ACTUALLY effective.

2. Spell-storing weapon. Put [i]inflict[/t] spells in it pre-combat. Up to Cause Serious will do you until you hit around 11th level, but by that point you won't need it anyway. Plus if you don't want to use it? Don't need to cast it with every hit.

3. You can still heal. And that means you should. Playing neutral and being able to spontaneously convert to either would be a peach. If you don't have the feats, brew some darn potions so at least you can let your party chug some down in the meantime.

4. Your next channel feat should be to get a negative channel smite in your weapon. Enjoy making the fighter, rouge and wizard cry as you pump more damage than them with one swing a turn.

5. Don't be afraid to blow things up! A good area effect kaboom might be just what the doctor ordered at high levels. Even with a low save, beasties will eat divine fire anyway, even at a distance. Since you're going to be slow no matter what... You might as well.

Dealing damage isn't about builds, it's about strategy. All the min-maxing in the world can't save you from poor positioning and planning. Getting inside the GM's head may also be helpful.

Dark Archive

After sleeping on it I realized I did not give my build an ability score increase at 4th level. I would probably put it into WIS. It would change the amount of times per day the cleric could use its domain powers, ad a +1 to hit with spiritual weapon, and raise the reflex save by one.

(edit: Nor did I add in the +1 bonus to all saves from the +1 cloak of resistance. Should not work on toons late at night)

love,

malkav


DPR?

Use tejón's DPR calculator to optimize physical DPR -- it's quite handy.

link here. . .


Iczer wrote:

Awesome.

Now WOW terminology has crept into a perfectly good Tabletop game.

Batts

Build has been in used by some people for some time now. It's nothing new. It only gets worse.

Note, though, that it's only a subset of people. Most people still speak English or something close. ;-P

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