Need help picking two domains for a cleric.


Advice


I'm having a hard time picking two domains for a cleric. The campaign has no gods, and the GM said that I am free to pick whatever two domains I'd like. I'm looking to pick up two domains that would benefit the group the group the most (The group is all ranged based).

Travel and healing are the two that seem to jump out at me right away, but I'm hesitant to pick those two because I picked them for my last cleric in a previous game.

My cleric is going to play mostly support, with melee being a "I'd like to do it but know it's not going to happen" sort of thing.

Thank you for any advice/help!

Liberty's Edge

Ghenn wrote:

I'm having a hard time picking two domains for a cleric. The campaign has no gods, and the GM said that I am free to pick whatever two domains I'd like. I'm looking to pick up two domains that would benefit the group the group the most (The group is all ranged based).

Travel and healing are the two that seem to jump out at me right away, but I'm hesitant to pick those two because I picked them for my last cleric in a previous game).

My cleric is going to play mostly support, with melee being a "I'd like to do it but know it's not going to happen" sort of thing.

Thank you for any advice/help!

Luck

From the Core Rulebook:

Bit of Luck (Sp): You can touch a willing creature as a
standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, he may roll twice and take
the more favorable result. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.

Should be handy for ranged players taking shots and confirming crits.


Kortz wrote:
Ghenn wrote:

I'm having a hard time picking two domains for a cleric. The campaign has no gods, and the GM said that I am free to pick whatever two domains I'd like. I'm looking to pick up two domains that would benefit the group the group the most (The group is all ranged based).

Travel and healing are the two that seem to jump out at me right away, but I'm hesitant to pick those two because I picked them for my last cleric in a previous game).

My cleric is going to play mostly support, with melee being a "I'd like to do it but know it's not going to happen" sort of thing.

Thank you for any advice/help!

Luck

From the Core Rulebook:

Bit of Luck (Sp): You can touch a willing creature as a
standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, he may roll twice and take
the more favorable result. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.

A nice start=) What do you recommend for a second domain?

Should be handy for ranged players taking shots and confirming crits.


Luck.

I personally also like Glory and healing for a healy-type cleric.


Travel gives +10' movement and has an excellent spell list including Longstrider, Dimension Door, and Teleport. This ensemble let's you get away from danger, get to where comrades who desperately need your help are, and be useful out of combat. But since you picked it in the past you probably realize most if not all of that. Protection domain might help you out, but I lean heavily towards defense when I play a Cleric.


Travel and liberation domains,

Dwarf and then get some stone plate!
Take heavy armor proficeincy!!!


Travel domain. Seriously.

In the campaign I'm playing now, we've got a cleric with this, and we just hit level eight. The Dimension Door effect has saved our bacon more times than I can count.

Dark Archive

The Divine subdomain from the APG is very cool if you plan on doing a fair bit of self-buffing to participate in combat.


Thank you all for the advice, it's been a big help:)


From the APG, I like the Inevitable and Love subdomains.


I did forget about Travel. Travel is Amaaaaaaaaazing. That dimension door ability is superb beyond belief.

Liberation is also very, very nice. Not sure if the freedom of movement affect hits for grapples, too, but even ignoring all difficult terrain is beautiful.

Liberty's Edge

The next Cleric I run is going to have the following stuff. Let your imagination run wild, bear in mind its a melee cleric build: Growth subdomain (plant), Animal domain, boon companion feat. I can't get over how fantastic the Growth subdomain is....


Ghenn wrote:


My cleric is going to play mostly support, with melee being a "I'd like to do it but know it's not going to happen" sort of thing.

Take War (Tactics subdomain) the roll twice initiative power is great and a flexible feat for those like to melee but doesn't normally happen times.

Then animal and boon companion for melee buddy (tiger) if your group is ranged.

The Good (Archon Domain) is Frickin Sweet-aura of menace!


Brogue The Rogue wrote:

I did forget about Travel. Travel is Amaaaaaaaaazing. That dimension door ability is superb beyond belief.

Liberation is also very, very nice. Not sure if the freedom of movement affect hits for grapples, too, but even ignoring all difficult terrain is beautiful.

The Freedom of Movement granted to the cleric himself by the domain is as the spell, so it's pretty much a get out of jail free card for anything that might impede your mobility. The 30' Aura version of this power gained at 8th level is pretty awesome too, if a bit more specific as to what conditions it suppresses, and grappled or pinned are on the list.

To the OP, if you are going for sheer mechanical advantage it is hard to beat the combination of Travel and Liberation domains, but I would suggest you begin with choosing your Cleric's deity as befitting the character's ideals, and then choose from the domains offered by that deity.

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