Cloistered Cleric Help


Advice


I am planning to play a Cloistered Cleric in an upcoming game and would like some opinions on how to make a divine buffer that is good at finding out monster lore. Would play Inquisitor, but the party already has one.


NeoFax wrote:
...but the party already has one.

So what? Nothing says you can't have 2 of the same and, with an Inquisitor especially, you can make two completely different characters. Have a look at archetypes, too.

Get together with the other Inq. player and each create something that compliments the other. If you choose the same deity, you have loads of RP options.


This will be interesting. Look forward to what you come up with Neo...

First off, consider taking the memory domain, a subdomain of knowledge. It gives you a reroll on knowledge checks.

Memory

As a cloistered cleric, I think swift aid might be something to work towards, since you can do it at range

Swift Aid

If you have time to prepare, Ancestral Communion is nice:

Ancestral Communion

You can get similar effects with Channel Vigor (cleric of irori), but it's mid level.

Channel Vigor

Katheer Scholar might be a nice bump for the character at low levels; a little extra damage for allies when you identify a creature:

Katheer Scholar

Azlant pendant is a nice low level knowledge bump (neck item)

Azlant Pendant

Another mid level spell

Discovery Torch

More knowledge feats!

Scholar

(might be overkill)

The ever popular Breadth:

Breadth of Experience

Mossy disk ioun stones are also handy

Mossy Disk Ioun

...hope some of that helps...


Actually, going Irori with Rune, perhaps the Language subdomain, might be amusing.


Here is what I went with. Some of the suggestions made are good and I will work towards them, but some I couldn't take as either the Diety doesn't exist(Forgotten Realms setting not Golarion), Campaign Setting is no longer valid or wrong race.

GERARD AUBERGINE CR 2
Male Human Cleric (Cloistered Cleric) 3
NN Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14. . (+4 armor)
hp 21 (3d8+3)
Fort +4, Ref +1, Will +7
--------------------
OFFENSE
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Spd 20 ft.
Melee Masterwork Mace, Heavy +3 (1d8/20/x2) and
. . Unarmed Strike +2 (1d3/20/x2)
Spell-Like Abilities Lore Keeper (At will)
Cleric (Cloistered Cleric) Spells Known (CL 3, 2 melee touch, 2 ranged touch):
2 (1/day) Shield Other (DC 16), Detect Thoughts (DC 16)
1 (2/day) Shield of Faith (DC 15), Comprehend Languages (DC 15), Know the Enemy
0 (at will) Stabilize, Read Magic (DC 14), Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 13, Int 15, Wis 18, Cha 14
Base Atk +2; CMB +2; CMD 12
Feats Point Blank Shot, Scholar: Knowledge (Arcana), Knowledge (Local), Scribe Scroll, Selective Channeling
Traits Mathematical Prodigy: Knowledge (Arcana), Reactionary
Skills Acrobatics -3, Climb -3, Diplomacy +8, Escape Artist -3, Fly -3, Heal +10, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +4, Knowledge (Geography) +3, Knowledge (History) +8, Knowledge (Local) +10, Knowledge (Nature) +8, Knowledge (Nobility) +3, Knowledge (Planes) +3, Knowledge (Religion) +8, Linguistics +8, Ride -3, Spellcraft +8, Stealth -3, Swim -3
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven
SQ Antitoxin (vial), Aura (Ex), Breadth of Knowledge +1, Channel Positive Energy 2d6 (5/day) (DC 13) (Su), Cleric (Cloistered Cleric) Domain: Knowledge, Hero Points (1), Spontaneous Casting, Verbal Instruction (1 allies) (Ex), Well-Read (Ex)
Combat Gear Masterwork Mace, Heavy, Mithral Chain Shirt; Other Gear Adventurer's Sash (empty), Alchemist's fire (flask) (3), Antiplague (vial), Antitoxin (vial), Backpack, Masterwork (empty), Case, map or scroll (empty), Chalk, 1 piece (4), Flint and steel, Holy symbol, silver: Irori, Marbles, Mirror, small steel, Pouch, belt (empty), Scroll: Restoration, Lesser, Scroll: Silence, Signet ring, Sunrod (4), Wand of Cure Light Wounds, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Channel Positive Energy 2d6 (5/day) (DC 13) (Su) - 0/5
Wand of Cure Light Wounds - 0/50
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Channel Positive Energy 2d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Cloistered Cleric) Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 22.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scholar: Knowledge (Arcana), Knowledge (Local) +2 bonus on two Knowledge skills
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Verbal Instruction (1 allies) (Ex) Use aid another on one or more allies in 30 ft. Full rd if different tasks.
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.

Grand Lodge

I have a third level Cloistered Cleric I really enjoy as well. His whole backstory is that while he is a major bookworm, pirates are what fascinate him the most. He has quite the extensive library on pirates and life on the sea. His domain is, obviously, Ocean and worships Besmara.

He's also a Halfling. He's a really fun character and concept that I enjoy running with. He's also Neutral and has Selective Channeling and Versatile Channeler.

Grand Lodge

I'm at my GFs house, so not able to give a detailed response, but here are some quick notes (unedited) of a cloistered cleric build I've been working on:

Cloistered Cleric
Str 7 Int 16
Dex 10 Wis 18(16)
Con 12 Cha 15

Hit Points 9 = 8 (base) + 1 (Con mod)
Skills 9 = 4 (base) + 3 (Int mod) + 1 (human) + 1 (favored)
Languages Common, Kelish, Osiriani, Thassilonian, Tien, and Varisian

Cloistered Cleric
Weapon and Armor Proficiency Light armor and with the following weapons: club, heavy mace, light mace, quarterstaff, and sling. They are not proficient with shields. Sarenrae's favored weapon: Scimitar.
Aura A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Diminished Spellcasting A cloistered cleric chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal (for example, a 4th-level cloistered cleric has three cantrips, two 1st-level spells, one 1st-level domain spell, one 2nd-level spell, and one 2nd-level domain spell). If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to based on her Wisdom score for that level, plus her domain spell for that level.
Channel Energy (Su) Causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Spontaneous Casting Channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Breadth of Knowledge At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.
Well-Read (Ex) At 2nd level, a cloistered cleric gains a +2 bonus on skill checks, caster level checks, and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings.
Verbal Instruction (Ex) At 3rd level, a cloistered cleric can use the aid another action to assist an ally within 30 feet on a skill or ability check. The ally must be able to hear and understand the cleric’s instructions. For every three class levels beyond 3rd, the cloistered cleric can instruct one additional ally. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.
Spell Focus At 4th level, a cloistered cleric gains Spell Focus as a bonus feat.

Glory (Heroism) Domain
Deity Sarenrae
Spells 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—greater heroism
When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp) You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Aura of Heroism (Su) At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Class Skill
Appraise (Int), Craft (Int), Diplomacy (Int), Heal (Wis), Knowledges (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
From traits and feats: Bluff, Intimidate, Perception, Use Magic Device

Traits
Fast Talker (Social) +1 Bluff; class skill
Dangerously Curious (Magic) +1 Use Magic Device; class skill

Feats
Cosmopolitan Speak two additional languages. Two additional Int, Wis and/or Cha-based skills are class skills.
Selective Channeling Pick up to your Cha mod in targets to exclude from channel energy.

Liberty's Edge

xebeche wrote:
I'm at my GFs house, so not able to give a detailed response...

Oh, please.

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