[Need help] Dwarfen "Battle"-Priest


Advice


Hi,
I thinking of a new character and i want to play a dwarf (no discussion^^).
My last Dwarf was an Evoker/Loredelver (skiped race req. and 3.5), now i want to create a more "classic" dwarf.
The group is of one Sorcerer (Infernal BL), one Oracle of Flame, one 2H-Axe Dwarf Ranger and one Wild-Shape Druid.

As we are lacking of real Healing-Power (Druid alwyas use other spells and OoF is more the "Blaster-Type"), i thinking of a Dwarven Cleric.

Books i have are:
- The complete "Complete" Series
- The Races of Stone
- APG
- Core Rule Book
- Spell Compendium
- we use the Greyhawk Pantheon

The goal should be a Front Line Cleric, who can heal his friends and build the last line of defense. The Campaign is mainly vs. Undead and Demons/Devils.

Create Methode: 4d6 drop lowest

So my first ideas:
Dwarven Cleric of Moradin
Feats:
- Combat Casting
- Selective Channeling
- Shielded Casting
- Heavy Armor Training (later or CC with one level Figther)
- Weapon Casting (the one where you can create your somatic comp with a weapon, not sure which book it was from)

Equipment
- aimed for Adamantite Fullplate + Dwarven Thrower + Large Shield

Domains:
no idea...

I also like the idea of a "Golem" Companion, but I can't find a way to create an effective one, without destroying the "flair" of the classic dwarf.

So have anyone any ideas?^^

Scarab Sages

Don't know much about the 3.5 content, but going Cleric/Holy Vindicator can net you a nice fighter/cleric type without giving up TOO much of the cleric goodness, and without sacrificing any channeled energy.

Drillboss


Yeah the Holy Vindicator is an idea worth, but i don't like the Stigmata think, i thing this will not fit into a classic dwarf.
I'm thinking of more like the old Warpriest.


Heh, with all those books, your dwarf will be more than powerful enough to shrug off any adventure path released by paizo, just due to the overpowered spells and whatnot. Do not go for a prestige class. The rest of the party covers that more than adequately. You can contribute GREATLY as a proper cleric, since as you said, there are demons and undead to be had. Start off with Selective Channel, get alignment channeling at higher levels to hurt the evil outsiders along with the undead if you have channels to spare, grab Heavy Armor Proficiency as a feat on lv3, and become the glue that keeps the party together.

How I would build it: Wis > Cha (13+ req) > Con > Str > Dex > Int
1: Selective Channeling (Too good to ignore as a healer)
3: Heavy Armor Proficiency (Usually when you get access to such things)
5: Combat Casting (Can be swapped down to lv3 if you do not have access to full plate by level 3)
7: Craft Magic Arms and Armor (cleric of the god of crafting MUST have it in my book)
9: Extra Channeling (Channeling is a great healing resource and in my experience, you will run out sooner than you'd like)
11: Alignment channel (Now you should be encountering enough evil outsiders to make this worthwhile)

Grab a hammer, get a weapon cord from the Armory book to free your hand for casting, and re-readying your weapon as a swift action, and a large shield. Should have decent AC, especially when you get into crafting your own, and feel like a proper iconic cleric of moradin, bringing the light of his forge to the battlefield.

For domains, I'm not quite sure. Earth gives you stoneskin, Artifice seems appropriate, Protection is quite decent and in-character. Look at the sub-domains in the APG to see if there is something that just calls to you.


Thanks Kamelguru,
that's a nice help. :)

I'm right checking the domains, Glory looks more then nice (But is no Moradin Domain...why???) and the other I think of is Protection, the Save Bonus and the AE AC Bonus seems to be nice.

Otherwise I total agree with you, as I say nice help, thanks again.


I agree with Kamelguru stck with cleric you have an advantage as you know that you'll mostly be facing undead and outsiders so take the feats to channel affect these. Clerics with the right buffs make very effective fighters for when you need to and you can just use them as cures when you dont.

I'm very much of the opinion that nothing much touches a cleric in filling this roll, for me the base cleric is a 'battle cleric', you do exactly what it says on the tin LOL.


/cast Resurrection :)

Hi,
after playing the cleric to level 6 now, I#m more then happy with him.

The only problem I have is my second domain.
I chose Protection (1st) and Rune and I never used any spell or ability from the second domain yet. :(

So I will ask my DM if I can change the second domain to one I will use more and which stil fit to my "classic" dwarf concept.

The problem is I don't know which one...
Allowed Domains are from the CRB & APG (including subdomains)

Anyone any ideas? (The Domain should fit to a classic Dwarven Battle Priest)


Plant (Growth) would be alot of fun but i doubt it really suits the clasic dwarf {although it would explain all those huge dwarf statues :P}

Destruction (Rage) would let you be the classic battlerager type in a few levels

Glory or it's sub domains are classic dwarf

Earth and it's subs too

For pure awesome travel (exploration) would be great but the sudden speed increase may be hard to explain

And Good would be very useful against most of what you are fighting

RPG Superstar 2011 Top 8

I might look at the Agathion Sub-Domain of Good. Its 8th level ability is

Protective Aura:
Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.

Combined with your 8th level ability from the Protection domain, at level 8 you'll be able to project a defensive aura for your party 16 rounds a day, not too shabby at all. While the resistance bonus to saves probably won't help much considering most of the party will have a cloak of resistance by that level (they don't stack), the protection from evil effect is a handy trick if you have any opponents that like to mess around with mind control.

Also, the domain spell list is stronger than the Rune domain list, especially if you consider how handy dispel evil can be if you think you are going to be fighting a lot of evil outsiders. You will lose the Scribe Scroll feat by sacrificing the Rune domain, unfortunately.


The Travel Domain is especially important to Dwarves, the notion "classic" notwithstanding. It not only gives you +10' movement as a Domain bonus at first level yet, but has a great spell list. Longstrider, 1st level, gives another 10' move bonus at hours per level. Now your plate armor Dwarf is bouncing around at 40' while the silly humans are lucky to be going 30.' And you have access to Fly(3rd Level), Dimension Door(4th), and Teleport(5th).

I'm not familiar with all of the Pathfinder gods, but Abadar would give you Protection and Travel. Although note the slight changes to the good in the Adv. Player's Guide when you shift Protection to Defender Domain.

For all around goodness, look at the Devotion feats in Complete Champion(IIRC?), especially Travel as pseudo-pounce, Good, and Protection.


Were playing with the greyhawk (D&D 3.5) + FR Recial Pantheon.
I chosed Moradin, the Soulsmith, as Deity so possible Domains would be:

Protection (already taken Defender)
Law
Good
Earth
Creation
Rune

inlcuding their sub-domains

Also not thought of the free feat of the rune domain, use/used a lot of scrolls, maybe I should stick to it and simply use the Domain Slots for Defender Spells. :)


The Law (achon) subdomain is sweet.
You get a Menacing Aura at 8 (-2 to enemy AC)

Make your whole party better at hitting


Well lets take a look at your options.

Creation:

I think this would be Artifice in PF

Artificers touch: seems limited giving you an additional orison and a limited use touch attack

Dancing weapon: this looks like fun for a battle cleric basicly doubling your attacks for a short time.

Spells: the low level spells don't seem too impressive but the higher ones are good

Constuct:
Construct

Animate Object: this has a longer duration than dancing weapon and there is usually something around you can make hit people :)

Spells: Limited wish and polymorph any object are scary swop outs.

Toil:
Toil

Aura of Repitition: not sure of the usefulness of this but it looks loke fun.

Spells: Useful level 1 spell and the waves spells are rather powerful as the grant no save and cones suit a melee caster

Earth:

Earth

Acid dart: Not the most useful ability but can be handy for a quick easy ranged hit also fun if you can get a conductive weapon

Acid resistance: limited use but you can drink the alchemists acid vials at parties :P

Spells: Very dwarfy and at high levels Elemental Body 4 + righteous might (assuming they stack i've not checked that) would be awsome

Caves:

Caves

Tunnel runner: Very useful if you mostly do dungeon bashing still +60ft to darkvision and spiderclimb on any stone surface can be handy elsewhere.

Spells: The pit spells make for great battlefield control but don't help a melee cleric all that much

Metal:

Metal

Metal Fist: useful if you get disarmed or want to win at bar fights :) the ignore hardness function would possibly be usefull to break some object too.

Spells: Iron body on a battle cleric would be rather powerful especially if you can righteous might with it too :)

I'll continue with this later let me know if its helpful at all :)


Ardenup wrote:

The Law (achon) subdomain is sweet.

You get a Menacing Aura at 8 (-2 to enemy AC)

Make your whole party better at hitting

I'd go with the Good version of archon myself as the spells are better :)


One Question to the Cave 8th Level Ability:

Spoiler:
Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

The Boni (Darkvision, Stealth & Initiative only counts if I activated the ability, right?


Tryn wrote:

One Question to the Cave 8th Level Ability:

** spoiler omitted **

The Boni (Darkvision, Stealth & Initiative only counts if I activated the ability, right?

I'm fairly certain thats the case yes


After talking to my DM I have to stay with the Rune (Ward) domain, as I already used scribe scroll quite often.

Now I have to make the best of this Domain, so creative play is needed. :)

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