Need some help with a Dwarf Cleric


Pathfinder First Edition General Discussion


Hey all,
I'm currently working on a Dwarf Cleric build and would like some insight/feedback.

Thuradin Drackenforge N/G Cleric(1) of Torag

Stats (20 pt. buy)
Str 12
Dex 10
Con 14 (12+2)
Int 12
Wis 18 (16+2)
Cha 12 (14-2)

Domains: Artifice & Good (or Protection, not sure which yet)

Feat: Combat Casting (again, not really sold on this)

His primary role as I see it would be primarily Healer/Buffer with a lesser role as a second line Melee.

Any additional help/advice would be greatly appreciated.
Thanks,
V

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Vanulf Wulfson wrote:

Hey all,

I'm currently working on a Dwarf Cleric build and would like some insight/feedback.

Thuradin Drackenforge N/G Cleric(1) of Torag

Stats (20 pt. buy)
Str 12
Dex 10
Con 14 (12+2)
Int 12
Wis 18 (16+2)
Cha 12 (14-2)

Domains: Artifice & Good (or Protection, not sure which yet)

Feat: Combat Casting (again, not really sold on this)

His primary role as I see it would be primarily Healer/Buffer with a lesser role as a second line Melee.

Any additional help/advice would be greatly appreciated.
Thanks,
V

If you're going to be the healer, I'd go with extra channel instead. AOE heal saves your individual spell slots, and diversify a little toward that secondary combat role.


Travel Domain is awesome on a dwarf, Heavy Armor Prof. as well if you plan on melee, eventually getting combat casting, extra channel is good too as Dudley said.


Vanulf Wulfson wrote:

Hey all,

I'm currently working on a Dwarf Cleric build and would like some insight/feedback.

Thuradin Drackenforge N/G Cleric(1) of Torag

Stats (20 pt. buy)
Str 12
Dex 10
Con 14 (12+2)
Int 12
Wis 18 (16+2)
Cha 12 (14-2)

Domains: Artifice & Good (or Protection, not sure which yet)

Feat: Combat Casting (again, not really sold on this)

His primary role as I see it would be primarily Healer/Buffer with a lesser role as a second line Melee.

Any additional help/advice would be greatly appreciated.

Clerics don't get enough feats. In 3.5 this wasn't an issue, but along came Channeling, and now people want Extra Channeling, Selective Channeling, sometimes Improved Channeling and/or Turn Undead. I really wish Paizo would give the Cleric some bonus feats that went straight to Channeling abilities, much like the Wizard gets metamagic/item creation feats.

Anyways, you'll want CHA 13 for Selective Channeling. The best way for you to do this is take +1 CHA at 4th level - buying it at the start is too expensive. You could buy WIS down to 17 - if you're healing/buffing you don't need high save DCs as much and the 3 points could boost a 12 to a 14 (or your CON to 16).

At the lowest levels you probably won't be casting in fights because of the low number of spells per day - you'll be hitting things. Extra Channeling might be more valuable at 1st level (given low CHA), you could easily take Combat Casting at 3rd or 7th level (Selective Channeling at 5th, naturally).


Suggestion...

Str 13
Dex 10
Con 14 (12+2)
Int 13
Wis 16* (14+2)
Cha 13** (15-2)

1st Level Feat: Selective Channeling
3rd Level Feat: Extra Channeling or Armor Proficiency-Heavy
5th Level Feat: (Choices from 3rd) or Combat Casting

4th Level stat increase: CHA
8th Level stat increase: STR
12th Level stat increase: WIS or INT

*You don't get 6th level spells until 11th level and as a healer/buffer you won't need the extra spell DC that you would for attack spells(hold person, command, etc.), so a 16 WIS will still get you bonus 1st, 2nd & 3rd level spells per day. By the time you're 11th-13th level, you'll probably have a WIS increasing item.

**13 CHA opens up Selective Channeling. At 4th you could make it a 14... giving you another channel per day and the ability to remove 2 bad guys from the effect when you channel and channel 5x/day. (Ninja'd by Helic, lol)

Extra 2 build points were thrown into STR and INT, making both odd numbers so that you can possibly increase them to a +2 bonus as well. They could also be put into WIS so you're at a 17, up to you.

ARMOR - You don't have to worry as much about weight cuz you're a dwarf, so you can have up to 130 lbs. (12 STR) or 150 lbs. (13 STR) before you just stop moving. You have an average DEX, so the bigger the armor the better, no worries. Chainmail without the Feat, Fullplate with the Feat.

WEAPONS - Carry whatever you'd like for a primary, but if your certain you'll be 2nd row often, be sure and grab a Longspear. Reach out and poke someone!

EDIT: OTHER - Typically at 1st level I take Fighter for All Martial Weapons (like dwarven waraxe), Heavy Armor Proficiency and an Extra Feat, but you could easily take it at 2nd and still be healing(spells/channeling) the whole way.


Thank you all for your advice.
Daniel I like your build better than mine, so I'm going to steal it.
As for the Domains I think I'm going to go with Protection over Good for the resistance bonus.
Choant, unfortunately none of the Dwarven gods grant the Travel Domain (I guess with short stumpy legs it just doesn't enter into it).


Vanulf Wulfson wrote:

Thank you all for your advice.

Daniel I like your build better than mine, so I'm going to steal it.
As for the Domains I think I'm going to go with Protection over Good for the resistance bonus.
Choant, unfortunately none of the Dwarven gods grant the Travel Domain (I guess with short stumpy legs it just doesn't enter into it).

Bah all you need is a good back story and you are set! I do like the fighter idea though for the armor, weapons, bab, and the feat!


No problem, glad to help.

Speed isn't too much of an issue with a dwarf, you will always move 20 ft., regardless of armor or encumbrance up to your max load. If you are allowed to shop for your own magic items, just save up for Boots of Striding & Springing(5500gp), then you'll always move 30 ft.

One of the big things the 2nd group I currently run with is using to great success is the AID ANOTHER action. I highly recommend it for a 2nd row party member once the buffing is done or the wounded are healed...

Quote:

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

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