Advice on making a party of clerics


Advice

Silver Crusade

A little while ago I was talking to a friend of mine. We were discussing how powerful clerics are.

He mentioned that in a game run by some of the D&D game designers there was a TPK. The players, all game designers then made a party entirely composed of clerics. The perhaps had one level of another class. Appearently the DM found the party of clerics to be practically unstoppable and remarkably dificult to kill. I would like to put this to a test.

I am planning to do an experiment with my gaming group. I would like to put together 4 clerics. I am thinking 6th level. Perhaps one character will have one level of fighter and 5 levels of cleriec, and the other a level of thief and 5 levels of cleric, the other two strait 6 level clerics.

I am looking to try and emulate a 4 man fighter thief cleric mage party with clerics.

In order to do this, what Pathfidner gods do you suggest and what domains should they take?

To emulate a figher type?

A rogueish type?

A Magish type?

What do you think?

I am planning to use a 20 point build, and to use the PFS rules for constructing the characters. I am also planning to stick to the main rule book.

My planed reason for putting the group together is that they are a team of pathfinders ( no evil alignments) nicknamed "the god squad" and I am thinking of running them through the Asmodeus Mirrage.

Thanks


Why the 1 level rogue or fighter dip?
You will get 1d6 sneak/tapfinding or a feat!
So i wouldn't do any 1 level dips.

Here my take on a fighter replacment and to a much lesser extent mage replacement. He brings some good spells to the table you normal will not have without a mage Dimension Door, Enlage Person, Teleport. This build focues on charging and a two handed weapon for damage output. Enlarged (Enlarge Person, later righteous might) this build can deal good damage.

Class: Cleric of Cayden Cailean
Race: Human
Level: 6th

STR: 20 (+2 Human, + 2 Beld)
DEX: 12
CON: 14 (+1 at 4th)
INT: 10
WIS: 14
CHA: 10

Domains:
Travel
Strenght

Feats:
1st: Martial Weapon Proficiency (Greatsword)
1st: Toughness
3rd: Power Attack
5th: Weapon Focus (Greatsword)

Equipment:
Rhino Hide 5165 gc
Belt of Giant Strength 4000 gc
+1 Greatsword 2050 gc
Ring of Protection +1 2000 gc
Amulet of Natural Armor +1 2000 gc

785 gc for ranged backup weapon/other Equipment

With AGP this would realy be much better Growth Domain, and some agp feats make a hole diffence ;-)

Breiti


(lol) I'm tempted to flag this thread because it belongs in the Carrion Crown forum.

*runs*

Silver Crusade

One cleric to have 2 level of rogue to get trapfinding, and evasion.
One casting base cleric with as much wisdom as he/she can get.
Two melee focues clerics.

Cleric/Rogue : Traps, scouting, primary attack spell caster.
Cleric : Primary caster all flow of battle spells.
Battle Cleric (2): Primary damage dealers, and primary healing.

Personly I wold go with.
Cleric/Rogue : Traps, Scouting, Primary flow of battle spells.
Oracle : Mystery Wind Primary caster
Oracle (2): Myestery Battle Primary damage and healing

Castings per day make a big difrances in how long you can fight. And Oracles and Sorcerers win that fight hands down. It's just makeing sure you have a good spell list thats hard.


I'd make all four neutral, with 18 charisma scores and selective channel. Every round they spam 4d6 to everything in the area.


The clerics that take a class dip should not be using save or suck spells, they should be the ones doing healing, ideally.

The party will need a way to consistently deal AOE damage, so some domain picking to support that must be expected.

They will also be skill point starved, letting the rogue/cleric take a hit in his WIS and boosting his INT and DEX is good.

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