Battle Cleric Advice and Input


Advice


Been playing in PFS for 6 months and want to try playing a battle cleric. All my other characters to this point have been martial.

Here is my prospective stats (20 pt buy)

Str 18 or 18
Dex 12 or 12
Con 14 or 13
Int 12 or 7
Wis 14 or 17
Cha 7 or 7

1st Question: To yall who have played battle clerics, what was your stats and how did it work out for you? I am not married to either of these setups, just seemed like two possibilities.

2nd Question: Am I going to hate myself roleplaying wise, if I drop my Int to 7 and increase my Wis to 17? Is having no skills going to suck real bad?

3rd Question: I want some offensive caster capability (i.e. command, sound burst, hold person)and not just buffs. Is a 14 in Wis going to mean I can only cast on myself or allies b/c the DC would be too low? I want to be able to target bad guys with more than hope that it works.

I know that the answers to these questions ultimately come down to "what kind of cleric do you want to be", but like most children I want it all. Help me have it all (or as close as I can and not hate myself). Thanks in advance.

Don't know if it matters for stats, but: Human, NG, Erastil, Growth, Feather, Greataxe, and starting out 1 level of Barbarian (Armored Hulk for the Heavy Armor)then Cleric. Willing to change if a suggestion feels right.


Being Human means you'll have 2 skill points per level (the same as a non-human cleric with 10 int) despite the garbage int.

Hell, if you want more skill points there's always the favored class bonus, especially on levels where you get lucky and roll especially high on your hit die.


Mike's going to come in here soon and give some decent advice so he's wroth listening to.

However I tend to have a different opinion so Ima let it out here.

1. Your first set is fine. Just keep in mind you will not be channeling a whole lot. Make sure the group you are with is aware of this.

2. Honestly I'd increase your Charisma before Wisdom. PFS caps at 11th level that's when you'll be getting 6th level spells. If you drop your int to seven you free up 6 points. I'd only put two in wisdom to get it to 15 and the rest in charisma to get you more channels.

3. Battle clerics don't use attack spells. At best they use battlefield control. Which can be just as good and don't rely on saves.

Your god and domains look fine but I would not even bother with Barbarian levels. Straight cleric or bust.


I've a cleric I am playing atm that is very effective. Currently third level, but I still have his level 1 build - 15 point buy so you have some room to increase stats, I'd put it all into Con. Core and APG only.

Str 10,
Dex 16,
Con 11,
Int 7,
Wis 13,
Cha 16.
God: Pharasma. Domains: Healing and Repose.
Channel Negative Energy.
Feats: Weapon Finesse (dagger) and Channel Smite (6 times per day).
Chain Shirt and Light wooden shield, AC 18.
Traits: Armour Expert, Birthmark.
Each hit was a Channel Smite or Gentle Rest attack, or a spontaneous Inflict Light Wounds.
Attack: dagger +3, 1d4 (+1d6 Channel Smite).
Favoured Class bonus into hp.
I'd sometimes tell the others to run so I could burst channel negative energy against all those kobolds (so many kobolds).

Yes, lacking in skills, but with plenty of Healing spells, and all those utility spells when you want.

Made a huge difference to hit level 3: 2d6 channel smite and +1 breastplate and +1 shield. AC 23 and +2d6 on most attacks, with 2d8+3 on the Inflict Light Wounds.

Shadow Lodge

kyrt-ryder wrote:
Hell, if you want more skill points there's always the favored class bonus, especially on levels where you get lucky and roll especially high on your hit die.

It's PFS, no rolling for hit points, max at first then half/average rounded up, so for a cleric, it's 8 for the first then 5 there after

Anyway, healing in FPS is usually done with happy sticks, as you'd already know, so not being able to channel much shouldn't hurt to much. Don't dump your int down to 7 though, you need those skill points to make sure you complete your faction missions.

if you really want to get heavy armor you have two choices, a) use a feat or b) dip a level in fighter

although TarkXT said not to, dipping in a level in fighter is only going to have you at CL-1, unfortunately i'm pretty sure that the magical knack trait is banned in PFS which is a pity because it gives you heavy armor, all martial weapons and a feat.

if you end up only casting buff/healing spells you'll find that you'll only need 16 wisdom at the most, hell you could probably bump it down to 13 to start with, put a point in it at 4th to bring it up to 12 then buy a headband of wisdom.

debuffing on the other hand is different, straight cleric, pump wis con and strength, you might manage with wis con and dex if you use a light weapon and get the agile weapon enchant, but an 8K+ weapon is hard to get in PFS, i'd still try not to bump int down to low.

hell if you're not going to use char you really should go a dwarf
Str 16
Dex 10
Con 16(14+2)
Int 10
Wis 16(14+2)
Char 8(10-2)

3 +3s where you want them, it isn't going get much sweeter than that, also getting the use of battle axes/war hammers regardless of deity is just icing on the cake. try to get the travel domain for 30ft movement.. in medium armor, protection, good and chaos seem to be alright choices, chaos' touch of chaos ability would be VERY good if there is a witch in the party with misfortune and cackle, touch of chaos to force 2 d20 rolls, worst result for the next round very quickly followed by the witch who took a readied action for you to do that to place a misfortune hex on the target.

Also, considered going an oracle? spontaneously casting debuff spells is pretty damn powerful and there are revelations one can take to get heavy armor and weapon proficiency (Skill at Arms, from the Battle or Metal mysteries from what i can remember). probably not a good idea to go a dwarf, but a human oracle can get extra spells


Skerek wrote:

hell if you're not going to use char you really should go a dwarf

The number of times you can channel and use your domain powers depends on charisma

Shadow Lodge

OberonViking wrote:
Skerek wrote:

hell if you're not going to use char you really should go a dwarf

The number of times you can channel and use your domain powers depends on charisma

i am aware of this, but considering Cfoot dumped charisma in both of the builds he posted i assumed he understood this as well.

Still if Cfoot wants to do it all, maybe an Oracle, 3 stats ( strength, constitution and charisma ) while the cleric will need 4 ( strength, constitution, wisdom and charisma ).

Dark Archive

Separtist Cleric of Saernrae

Str: 18
Int: 7
Wis: 14
Dex: 12
Con: 14
Chr: 12 (Int is a better dump for clerics; especially human)

Domains: Glory, Plant (Growth). The plant domain effect is pretty sick, swift action growth (even for 1 round) > ANY other. Glory has good spells and a stupidly good 8th level power. Also good for making your face a superface, or if this is PFS for faction missions.

Wield Scimitar

1) Heavy Armor Proficiency, Power Attack
3) Cleave
5) Cleaving Finish
7) Weapon Focus (Scimitar)
9) Toughness probably?
11) Improved Critical (Scimitar)

If you don't mind the 8 Cha, Make Wis a 16. All bumps to strength. And yes, you should NOT be casting anything that allows saves; that's a different guy. In PFS Diplomacy and Perception is plenty of skills, and as a human you get both.


Charisma only affects Channeling, Channel DC, and Skills.
Domain Abilities are Wisdom based.

Skerek is right in PFS most heling is done with a wand of CLW and even with a 7 in Charisma, I'd get to channel once for emergencies.

Also thanks for the mention about Magical Knack being banned from PFS. I check and it is, which sucks b/c I was going to choose it.

@TarkXT--I read your guide and its awesome. But forgive my ignorance, you said battle clerics don't cast offensive but maybe some control spells. Why not and what are some examples of Offensive Cleric Spells and what are some examples of Cleric Control Spells. I don't know, I'm a novice when it comes to spellcasters.

@Thalin--You said don't cast anything that allows a save; that's a different guy. What does that guy look like out of curiousity. Could I design some kind of hybrid?

Also thanks to all for posting your stats. I'd like to see more examples if you got them.

Liberty's Edge

The Separatist option is interesting. Especially for a martially inclined deity like Sarenrae. But don't you lose the deity's favored weapon if you go separatist? Wouldn't Thalin's Glory/Growth build above would have to invest a feat in Martial Weapons to retain scimitar use??

Could still go Separatist and just use a spear. Might be nice for reach if 2nd domain allowed Enlarge spell ...


Control spells are things like Wall of Stone, Obscuring Mist, and the like. Anything that can change the battlefield to your favor adn doesn't force a save. After all your casting stat won't be supremely high. An offensive spell would be something like command, sound burst, and the like.

@Thalin-Bad Thalin! Bad! No Powerattack at first level for cleric! Naughty monkey! You don't qualify!

Again I think your original set up is fine minus the barbarian cross class you can easily get a trait to give you great axe proficiency. Alternatively go another god.


16 is just great for your primary stat, and 14 works wonders for your secondary stat.

It'd be nice to see a non-super optimized character for PFS once in a while. I certainly wouldn't mind a rule saying no scores below 9, and only one below 10. But I digress.

Thalins build unfortunately has a number of crippling issues. A separatist doesn't get favored weapons, and clerics can't take power attack at first level. But more importantly, importantly, why would a worshiper of the goddess of fire and desert ever have plant domain? :-\

Are you sure you don't want to play an Inquisitor? They can fight really well, and get a number of offensive spells that have no saves. Namely the Litany series.

Dark Archive

I'm a bad boy :(. No cookie.

It's tough to hybrid; a save-focused cleric would probably be an Evangalist (since he could channel suggestion - type spells; essentially save-or-dies) with a side summoning focus. I'd make him a summon-focused type on the side, and give him the animal companion. At least you'd get some melee, albeit via friend

Human - Fur Domain
Str: 7
Int: 7
Wis: 20
Dex: 14
Con: 16
Chr: 7

1: Spell Focus / Greater Spell Focus: Enchantment
3: Sacred Summons
5: Boon Companion
7: Moonlight summons (you qualify thanks to SM IV as a domain spell)
9: Spell Focus: Conjuration
11: Augment Summon

So you are heavy support, have a big mean Wolf / Bear / Cat fighting, and can drop out animal companions on a whim. From level 1 you can do DC 18 command spells (save or dies, essentially), and also bard song (only 2 rds / day, but it goes up quickly).

A build like this with 18 Wis / 12 Int / 12 Chr / 14 Con would also work if you want a more balanced approach to life. Gains some skills and bard uses (and channels), loses 1 to spell DCs.


What god do you plan on worshipping? This is important. Keep in mind that Gorum is for wussies. Here's a few ideas for a core only build with a little less minmaxing.

You should know there's one secret to dealing decent damage. It's power attack. If you're willing to dip into fighter (or any other full bab class), you can do it at first level and you can grab it right away instead of at third. This isnt strictly necessary though. .

Personally I'd go straight cleric use your two feats on some cleric goodies instead, such as Spell Focus/Augment Summoning or... Improved Channel and Turn Undead, because an AoE panic ends encounters. Getting that charisma isn't that hard to do. Especially on a 20 point buy.

At 3rd, Power Attack. Wield a 2h weapon or better yet, a 1h weapon in two hands (so that you can don a shield). With a longsword, warhammer or scimitar in two hands you're still doing pretty well on the damage front.

Good, Healing and War make great domains. Look at the powers rather than the spells you learn. At 8th level, you can make your weapon holy for 4 rounds (more than enough to end an evil monster or three), empower all of your cure spells (which might make them worth casting) or grant yourself a combat feat for 8 rounds/day.

That's potenially eight different feats that day. Great Cleave, Manuever Feats, Combat Reflexes, Step Up, Lunge, Blind Fight, Channel Smite, Deadly Aim all at your fingertips for whenever you want them. Depending on if PFS allows the ultimate x books, these options triple. (You could also look into Accursed Critical at 9th, which is awesome)

... and thats before you factor in your spells. Happy clericing!


Twigs wrote:

...AoE panic ends encounters. Getting that charisma isn't that hard to do. Especially on a 20 point buy.

Take a Neutral God and channel negative energy.

Twigs wrote:
You should know there's one secret to dealing decent damage. It's power attack.

or Take a Neutral God and channel negative energy with Channel Smite. It automatically increases like sneak attack whereas Power Attack doesn't. It means you can make an effective Finesse Fighter and enjoy the extra AC High Dex, Low Str brings. Channels per day is 3+Cha so keep Cha high.


Human Divine Strategist Cleric with Tactics inquisition for the initiative winner.
1) Stats:
STR 15 + 2 racial + 1 pt level 4
DEX 10
CON 14
INT 10
WIS 16 + 2 pts level 8 and 12
CHA 8
Str is more valuable at lower levels, so the first increments, both racial and your level 4 point, go there, then you can focus on your Wisdom. You will enjoy the great initiative bonus and your companions too because both the Archetype and the Inquisition give the bonus to all the party members. A good alternative for the inquisition is the Feather subdomain, because of the flying animal companion and still gives a small increase to initiative.
2) you will need perception and spellcraft. As a strategist also some knowledge (nature, geography, engineering) will help. Personally I won't dump Int, but if you are actually 5 or more players or one of your group is the dedicated skill-monkey go for the 8 to Intelligence (or even 7), then pimp your Str to get a 18 for your first level (meaning +6 to damage with your axe) and also change your race to Oread, for having a bonus to Str and Wis.
3) lower level clerical spells are not that good for offensive, so you can worry about your Wisdom on later levels. Afford by level 7 a headband to get a +2 to your wisdom, then put your level 8 point and level 12 to wisdom. Also if your Gm lets you to cast spells while in an elemental form, get as early as possible a scroll with Polymorph any object to become permanently a Large Earth Elemental, gaining +4 size to Str and +2 size to Con, among with immunities to blood damage and critical attacks and sneak attacks.

Liberty's Edge

Thalin wrote:

I'm a bad boy :(. No cookie.

It's tough to hybrid; a save-focused cleric would probably be an Evangalist (since he could channel suggestion - type spells; essentially save-or-dies) with a side summoning focus. I'd make him a summon-focused type on the side, and give him the animal companion. At least you'd get some melee, albeit via friend

Human - Fur Domain
Str: 7
Int: 7
Wis: 20
Dex: 14
Con: 16
Chr: 7

1: Spell Focus / Greater Spell Focus: Enchantment
3: Sacred Summons
5: Boon Companion
7: Moonlight summons (you qualify thanks to SM IV as a domain spell)
9: Spell Focus: Conjuration
11: Augment Summon

So you are heavy support, have a big mean Wolf / Bear / Cat fighting, and can drop out animal companions on a whim. From level 1 you can do DC 18 command spells (save or dies, essentially), and also bard song (only 2 rds / day, but it goes up quickly).

A build like this with 18 Wis / 12 Int / 12 Chr / 14 Con would also work if you want a more balanced approach to life. Gains some skills and bard uses (and channels), loses 1 to spell DCs.

I really like this build, but to be honest, its not much of a mixed caster / fighter. If you go with a 16 dex and a 14 con, dip a single level of fighter, and grab weapon finesse and piranha strike and an agile weapon you'll be an acceptable combatant. Not great, but acceptable.

Note the build needs to take spell focus: Conjuration before moonlight summons.

Shadow Lodge

45ur4, if you had read the first sentence of the first post you would have seen that Cfoot is playing in PFS, he'll be lucky to play with the same party all the time, the Oread race is out, not to sure if you can cast spells in elemental form, but you can't use permanency anyway.

Silver Crusade

1: I tend to think the cost of starting with a 18. When using point buy is to high. Thats just me I like to have other ability's not just one.
3: This will only work at low level. At higher levels it will not work because of how spell DC and saves work. It is much easier to get a high save then high spell DC.
4: My best suggestion for any new (Battle Cleric or Oracle of Battle) you get one spell to start the fight. If you can not hit and do enough damage with one buff. You did something wrong. Wasting castings per day is going to be pain full. Only use more then one buff if it's a boss fight.

Human
Cleric (Divine Strategist)
Str 17
Dex 12
Con 14
Int 14
Wis 14
Cha 7

Channel Energy: This is replaced with. The ability to act in the surprise round. In addition initiative bonus for you and the group. This will alow you to cast your buff spell for the combat. In the surprise round almost every time. Then move and attack in the normal round with out loss of action economy.

Domain: You only get one domain.

Tactical Expertise: Only works under X. The down side is for the most part you need flanking. The up side it's not that hard to flank if you know how to.

Human NG Erastil Domain Growth
(Feat required for Great Axe)
Human NG Sarenrae Domain Glory sub domain Heroism
(Two Handing Scimitar)

Starting level 1
Human
Cleric (Divine Strategist) Worship: Sarenrae
Ability scores as above
Skill points 5
Feats: Human Bonus: Improved Initiative
1st: Step Up

Dark Archive

InquisitiOns are not legal for Pathfinder play. Also, for pFS generally assume you technically get 11 levels (2 stat bumps). 1 character does get to retire and playy 12, but then that final stat bump is for one module; so having 1 odd is NG for PFS play.

If you want to truly play a hybrid buffer-supporter-combat machine, clerics don't do that best. The Synthesist Summoner is by far the best at this trick, albeit considered "raw cheese" by most. Druids are a distant second, but tend to have better saves.

The difference is Druids have a wider selection of battlefield control spells that say "if you make the save, you're still hampered in some way", like entangle. They also become better combat monsters thanks to continually improving forms (and a combat buddy). So low level they stab with a spear, and 18 strength is enough to make that good. Later when that is not enough they get huge form bonuses to stats and lots of perks, like free trip attacks or pounce.

With the cleric you'll try to take fighter feats, and like most hybrids this will work well as long as you 18 your strength early. Later your AC, damage output, and abilities will fall far behind, and you'll have enough spells where not "buffing" will feel like a waste of times. You'll regret every combat feat you took. But this happens around 7, most of the way through your PFS career, which may be OK.

For the record, this worked far better in Living Grayhaek / 3.5; but there fighters were worse and divine metamagic let you can spells as a swift action. You also had heavy armor for free. If you are thinking back to 3.5 days, the powerful battle cleric is a shadow of what he once was. Oracle mysteries can make you somewhat better, but even these suffer the same trouble of shorter combats making "buff and attack" less viable and fighter being better at that job.

Synthasist will have a 30 strength and 26 charisma at 8th level. He can cast slow as a 2nd level spell, black tentacles as 3rd, with stupid saves, and naulinate. His AC will be in the 30s, and his lowest stat will be int batting around 10. He will be good from minute 1. But that may be a bit much :).

Shadow Lodge

Thalin wrote:
But that may be a bit much :).

AFAIK there is no such thing as 'a bit much' in PFS


Cfoot wrote:

Been playing in PFS for 6 months and want to try playing a battle cleric. All my other characters to this point have been martial.

Here is my prospective stats (20 pt buy)

Str 18 or 18
Dex 12 or 12
Con 14 or 13
Int 12 or 7
Wis 14 or 17
Cha 7 or 7

1st Question: To yall who have played battle clerics, what was your stats and how did it work out for you? I am not married to either of these setups, just seemed like two possibilities.

2nd Question: Am I going to hate myself roleplaying wise, if I drop my Int to 7 and increase my Wis to 17? Is having no skills going to suck real bad?

3rd Question: I want some offensive caster capability (i.e. command, sound burst, hold person)and not just buffs. Is a 14 in Wis going to mean I can only cast on myself or allies b/c the DC would be too low? I want to be able to target bad guys with more than hope that it works.

I know that the answers to these questions ultimately come down to "what kind of cleric do you want to be", but like most children I want it all. Help me have it all (or as close as I can and not hate myself). Thanks in advance.

Don't know if it matters for stats, but: Human, NG, Erastil, Growth, Feather, Greataxe, and starting out 1 level of Barbarian (Armored Hulk for the Heavy Armor)then Cleric. Willing to change if a suggestion feels right.

I'll speak from experience of battle cleric twice, once from level 5 to 12 and now from 1 to 14 (actual)

First, I'd choose second stats array. Don't deny your wisdom, never. At mid-level, your spell (especially those like Destruction and Blade Barrier) will be an extremely dangerous option when you can't make a full attack. Therefore, having a high wisdom will also include having higher spells DC, which is usually important for spells like Destruction and Harm, which are somes of the best DPS spells of mid-levels. Plus, Wisdom is your will saves. Never underestimate this.

Second, No you won't. Well, I don't think you will. There is two skills I use with my cleric: Perception and Diplomacy. I don't need any other. I put a dip in other skills like Heal, but just one or two points, with class-skills and stats bonus, are usually enough to get out of most of the situations.

Third, see first. I think so. If you are planning to use Hold Person often and you can (mean enemies are human), I would even consider taking Heighten Spells to get this higher.

Bonus hint: Your domains sucks, seriously. Strength Domain is basically one of the best a melee cleric can get. Get Ferocity Subdomain, it really helps for damage output and you can do it really often with a decent wisdom.

Also speak with your DM about Might of the Gods. My DM applies it to all strength based roll, including to-hit and damage, but nerfed the duration. Simple matter of logic. Why could you burst your strenght to break a door but not to crash a skull? If he accept this, then you're on the go with ferocity subdomain and this, you can burst somes high DPS rounds that can be precious in some situation.

Second choice is WAR domain, potentially with Tactics subdomain which I always found cool gadget. At 8th level, you will have any additional combat feat ON THE FLY. I can't count the number of time I suddenly had cleave, blind fight or vital strike.

Another cool domain is luck. But still doesn't worth the two others.

Plus, if you want to keep your casting abilities, I'd forgot about that barbarian level. If it's for heavy armor profiency, at worst take a level in fighter which will give you an aditional feat. At best, even more if you're human, just take the feat with full cleric. Don't forget that being another class will penalise you on your caster abilities in all sphere, including caster level, which is OFTEN used for defensive casting as battle cleric.

If you often fight evil outsider, elementals or undead. Channel Smite is also a terrible feat to have. (With the needed alignement/elemental channel feat).


I admit that I don't know all the limitations to PFS so I'm sorry if many of my suggestions are off, but still the bonus to initiative is granted to all the allies, independently to whoever plays them, and I think they will appreciate the boost.

@Skerek= Re-read please also this passage, empashis mine:

45ur4 wrote:
Also if your Gm lets you to cast spells while in an elemental form, get as early as possible a scroll with Polymorph any object to become permanently a Large Earth Elemental, gaining +4 size to Str and +2 size to Con, among with immunities to blood damage and critical attacks and sneak attacks.

No mentions of permanency and a clear premise.

Dismiss on myself

Dark Archive

Remember with all discussion, this is PFS play. 11 levels, straight RAW.

You CAN pull off battle cleric, albeit you'll probably be more efficient 8-11 buffing party members (but you'll be useful throughout). The casty cleric will feel a bit weaker till 5, but then his animal companion hits and standard action summons and DC 20 save or leave combats, and suddeny he will be much stronger.

But to get the battle cleric good for even those first levels, you NEED the high strength/moderate wisdom build. Which regulates you to NOT casting on enemies, sadly. Really enemy casting has to be laser-focused in this game, as enemy saves (for enemies that count) seem to progress much faster than PC saves.


Amuny wrote:
Growth and Feather suck

Um no?

Ferocity is nice but Growth essentially nets you a number of good things jsut fine for battle clerics. Key among them is reach. Plus you get Enlarge person as a regular spell.

Feather nets you an animal companion some very useful spells and a bonus to perception which is amazing.

Neither of these domains are bad for a battle cleric.

And remember this is a PFS game. Have to stick to raw.

Dark Archive

Growth is way more subtlety amazing.

First, let's take a cleric with 18 strength, deals d8+6 with his Longspear.

Now, he grows. His damage becomes 2d6+7 (a 3 point gain, as much as a 6th level ferocity cleric). Further, he can attack an opponent 25 feet away (grow 5 feet in their direction and now has 20 foot reach), then move aWay (he didn't even 5 foot step to do this). If the opponent moves towards him, free extra attack. At later levels, being able to swift action attack full attack 25 feet away is huge.

Next round at the beginning of his turn he shrinks back down, choosing the square he occupies furthest away from the opponent to shrink into. He can full attack, and 5 foot step back, denying his opponent a counter full attack if they don't have reach. Even worse, he gets to AOO them AGAIN next round.

The 6th level buff (spiky armor) is also a swift action and also pretty powerful, though Glory has my vote for best here. At least it comes early (only halfway through PFS career).

Fur/Feather both have amazing permanent buffs and pretty early animal companion (that is "on level" if you take the PFS-legal boon companion feat at 5). This adds a lot to damage. It helps you continue to have front-line damage output on levels where the cleric will probably be moving back as a buff-monster for most of his time.


TarkXT wrote:
Amuny wrote:
Growth and Feather suck

Um no?

Ferocity is nice but Growth essentially nets you a number of good things jsut fine for battle clerics. Key among them is reach. Plus you get Enlarge person as a regular spell.

Feather nets you an animal companion some very useful spells and a bonus to perception which is amazing.

Neither of these domains are bad for a battle cleric.

And remember this is a PFS game. Have to stick to raw.

The animal companion might be good if you manage to get something interesting. Though I definitly prefer the three domains I mentioned, even by sticking to RAW. Bonus to perception,... well, I usually have a better perception than the ranger because of high wisdom even without that... :P (17base + 2racial +3levels + 4 headband = 26wisdom actually)

But I agree that the animal companion can be great, even more if you manage to get Boon Companion Feat.

I just don't see the point on Plant/Growth domain though, I think nothing really worth the shot on that one.

And by reading myself, I'd also add that I don't agree about "dumping" all your stats increase in STR. As you can read up, I personaly put them all in WISDOM.

I think it would be an error to consider a battle cleric as a "fighter-with-buffs". Even more, while strength only increase to-hit and damage, that you can indeed increase high with buffs and abilities, wisdom increase Will Saves, Concentration Checks and Spell DC. And perception. It also give that bonus spell/day that could increase your strength/damage way better than 2-3points in strength would do.

Instead of move-vital strike like a fighter, you can just move-cast/cast-move, which proves to be much more efficient. There's nothing like a well-placed Hold Person while moving toward the enemy, ready to make a Coup de grace on his failed save. And there's nothing like casting a Destruction on a routing target.

Silver Crusade

One question have you looked at the Oracle? I personally prefer them over clerics for making a combat divine caster.


OberonViking wrote:
Twigs wrote:

...AoE panic ends encounters. Getting that charisma isn't that hard to do. Especially on a 20 point buy.

Take a Neutral God and channel negative energy.

Twigs wrote:
You should know there's one secret to dealing decent damage. It's power attack.

or Take a Neutral God and channel negative energy with Channel Smite. It automatically increases like sneak attack whereas Power Attack doesn't. It means you can make an effective Finesse Fighter and enjoy the extra AC High Dex, Low Str brings. Channels per day is 3+Cha so keep Cha high.

The problem with Channel Smite is if your smite misses the channel is expended with no effect.

Or you can just channel and forgo your dice+str and hit every enemy within 30 feet, excluding allies due to your high charisma and Selective Channel.


Again thanks for all the posts. This is helping me alot in gaining confidence in my choices.

A few more questions and responses:

What trait other than Heirloom Weapon would give me prof with Greataxe?

If you take the Feather Domain does your Animal Companion have to have feathers (or be a bird)?

I am a bit of a powergamer but I do have some scruples.
No summoners. I hate the class and though I would never say it at the table, I hate to play with that class in the party.

Not interested in Inquisitors and Oracles. Like some things about them, but they weren't in 3.5 so they should be feared and shunned. JK.

Not interested in Desna, Sarenrae, or Gorum. Everybody plays these so looking for a little variety. (Yet I know everythings been done, but just looking for something a little unique in my setting.) I want to play Erastil or Gozreh and be a nature cleric. I think I can tailor it to what I like better than a Druid.

Don't want the Seperatist Archtype for this guy. Looked at it, but it hampers your cherry-picked domain power by 2 uses and slows access to your higher Domain power. In PFS, I want all the good stuff ASAP.

I trust those with more experience on the multiclassing issue, but I think just about every character would be better with a level of Barbarian (my favorite class). More HP (esp 1st lvl PFS), +2 Fort Save, Martial weapon Prof, Faster Movement, +1 BAB makes Power Attack and the like available at 1st level, and RAGE (+2 to hits, +3 dam with THW). Plus Acrobatics, Perception, Survival, Climb, Swim on class list and 4 skill points to start out with for classes like Ftr or Cleric that only get 2. Your spell progression just falls back to that of an Oracle and your CL only falls by 1. So thats 5% on the die roll for CL checks.

Granted thats what I think, not what I know, as I have yet to get a guy to 7th level. Higher levels might be a whole different ballgame.


Ice Titan wrote:


The problem with Channel Smite is if your smite misses the channel is expended with no effect.

Or you can just channel and forgo your dice+str and hit every enemy within 30 feet, excluding allies due to your high charisma and Selective Channel.

This is true - it sux when you've declared a Channel Smite and miss. I used it when the other party members had to be nearby.

Selective Channel is another great option, bump Cha up as much as possible.


Perhaps you are more patient than I am, but I've recently played a Cleric with first level Barbarian. I hated the character through the first level, he just wasn't enough of a cleric, unsurprisingly, as his background was a new convert, Priest (in training) of Desna. "I am a Priest without Power!"
I felt the loss of the caster level through to level three when I ditched him for a Cleric 3.

Dark Archive

You feel it, pretty hard. Not only do you lose spells, but all of your domain powers are that much further off. With animal domain you'll never be on-level, for instance. And it's only 3 more HP (no favored class). It's basically like playing 1 level down, and you don't even get the Heavy Armor.

Is there a reason why you want to wield the greataxe? Mechanically it is inferior to Luceren Hammer and Greatsword. But the answer is no, and thanks to not allowing heirloom to become masterworked it is a bad trait in PFS right now. The Longspear or Flail are your "weapons of choice" as a cleric (basically -2 damage), assuming you don't worship a god that lets you upgrade or play a human / half-elf / half-Orc.

And feather does not apparently need a bird; figured it would. Better than fur then.

Shadow Lodge

Cfoot wrote:
No summoners. I hate the class and though I would never say it at the table, I hate to play with that class in the party.

really? because when one of our regulars brought a a master summoner we all started making fun of him on his turn "ooo dave, what are you going to do now? going to summon another skeleton?" he had an initiative pad to keep track of everything... i think he finally made a character that wasn't all cheese though

Cfoot wrote:
I trust those with more experience on the multiclassing issue, but I think just about every character would be better with a level of Barbarian (my favorite class). More HP (esp 1st lvl PFS), +2 Fort Save, Martial weapon Prof, Faster Movement, +1 BAB makes Power Attack and the like available at 1st level, and RAGE (+2 to hits, +3 dam with THW). Plus Acrobatics, Perception, Survival, Climb, Swim on class list and 4 skill points to start out with for classes like Ftr or Cleric that only get 2. Your spell progression just falls back to that of an Oracle and your CL only falls by 1. So thats 5% on the die roll for CL checks.

-1 to your DC here, -1 to your DC there, it'll add up, and if you're wanting to cast offensive spells you want that DC as high as possible, to put it into perceptive, i've seen a sorcerer who focused solely on save or suck/lose spells, and he does his job well, but still some things will make the save, he started with 20 charisma


Sorry if I misspoke. I meant that Barbarians are my favorite class to play not favored class for this character. I was just trying to shoehorn in the greatness of the barbarian.

Thanks for the input on feeling the spell impact, thats making me reconsider on multiclassing, even though I was pretty set on it. However, with the animal companion it puts it off until 5th level (instead of 4th)when I could choose Boon Companion and be right on level for the rest of his career.

The reason I want the greataxe is probably the dumbest thing. I bought a cool mini a while back that looks like a barbarian with a greataxe. I already have a barbarian and wanted a cleric so i have been forming my cleric around him. To top it off, I just bought another mini that looks like him enlarged. So there is the root of the growth domain choice.

I know minis have no game value at all, but I am so OCD I could never have my mini not match my PC. Its just part of my crazy.


Greater Channel Smite lets you "pass on" dice if your first attack misses...


Just a sidenote that if you opt for a cleric with an animal companion (Animal Domain or its subdomains Feather or Fur), you may want to dedicate a trait (eg 'Savanna Child [APG]') and/or some skill points to Handle Animal. By default, it's not a class for clerics but you'll need some ranks to train tricks effectively on a replacement animal (see PFS FAQ).

Although not every GM will enforce it, by RAW you may be asked to make a DC 10 Handle Animal check (DC 12 if animal is injured) as a free action to even command an animal to perform tricks it already knows. The Link ability will give you an automatic +4 on this roll, but to auto-succeed the DC 12 with a +0 Charisma modifier you'll need something like: Trait Bonus +1, Class Skill +3, Link +4, Ranks +3. Please correct me if I have this wrong.

Silver Crusade

Cfoot wrote:

Sorry if I misspoke. I meant that Barbarians are my favorite class to play not favored class for this character. I was just trying to shoehorn in the greatness of the barbarian.

Thanks for the input on feeling the spell impact, thats making me reconsider on multiclassing, even though I was pretty set on it. However, with the animal companion it puts it off until 5th level (instead of 4th)when I could choose Boon Companion and be right on level for the rest of his career.

The reason I want the greataxe is probably the dumbest thing. I bought a cool mini a while back that looks like a barbarian with a greataxe. I already have a barbarian and wanted a cleric so i have been forming my cleric around him. To top it off, I just bought another mini that looks like him enlarged. So there is the root of the growth domain choice.

I know minis have no game value at all, but I am so OCD I could never have my mini not match my PC. Its just part of my crazy.

Yes the caster level will hurt really bad. I did not think it wold aether on my first battle cleric. Learned the hard way OUCH DON'T DO That. I had to remake the character in the end. Loved the character, but the caster level was just to much at later level.

If you want a unusual god look at the minor ones in the faiths of purity, and faiths of balance books.

You my friend need to learn to mod mini. It is a very good talent to have when like me your mini has to match your character. I spent 8+ hr one time just mod. one mini to fit the character. Then spent 2 more hr panting it. If you did not know here are a few good mini sights that offer some top quality mini. coolminiornot carry mini from all over the world. Freebooterminiatures will have you wanting to make a gun slinger just to use there wonderful mini.


Skerek wrote:
1 to your DC here, -1 to your DC there,

Uh, your CL has nothing at all to do with your DCs. At all. Multiclass away, Cfoot~!


Twigs wrote:
Skerek wrote:
1 to your DC here, -1 to your DC there,
Uh, your CL has nothing at all to do with your DCs. At all. Multiclass away, Cfoot~!

It does however have everything to do with your durations, spell resistance, and concentration checks.

Let's talk about the other things you lose by multiclassing:

Delayed progression of spells and abilities.

No 6th level spells. Yup you hit 11th level and at the end of your career you're pretty much exactly as you were at level 10.

It's just not worth it. I don't even think fighter's worth it. Monk might be worth it if you were going a route other than two handing.

Stick to cleric, stick to your original plan. There's honestly nothing wrong with what you're doing from the start. There's better builds for being a battle cleric but what you're doing isn't so far off as to call it bad. The only chink is the barbarian level which is unnecessary and doesn't really help you.


Cheapy wrote:
Greater Channel Smite lets you "pass on" dice if your first attack misses...

Is it just me or is the wording in Greater Channel Smite about as confusing as it gets. Maybe I'm just a bit tired...

This looks like an awesome feat. Pity you can't take it till BAB+8, ie Cleric 11


Human Cleric of Gorem

20 Points

Str 14
Dex 10
Con 14
Int 7
Wis 14
Cha 16

Or

Str 16
Dex 10
Con 10
Int 7
Wis 14
Cha 16

1. Channel Smite, Versatile Channeler
3. Power Attack
5. Extra Channel
7. Selective Channel
9.Vital Strike

Destruction Domain's Destructive Smite, Channel Smite, Power Attack, Vital Strike all with a GreatSword. I'm sure peeps can make this build better. I'm at work so can't really check my books.

Shadow Lodge

Fastmover wrote:

Human Cleric of Gorem

20 Points

Str 16
Dex 10
Con 10
Int 7
Wis 14
Cha 16

that's 16 points after putting the +2 into cha/str

also after reading the Versatile Channeler feat you really should have to be doing 2d6 channels/3rd level cleric to get it due to the whole "as if your effecive cleric level were 2 levels lower than normal"


Well dang. That's a bust.

Shadow Lodge

i didn't mean you had to be level 3 cleric or channeling 2d6, RAW your feats are ok

Ultimate Magic wrote:
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric

nothing about cleric level or dice used when channeling, how are you meant to channel as a level -1 or 0 cleric?


I would add something about barbarian.

One level of barbarian will give you something like 4-5rounds of rage.
After the rage, you will be fatigued.
During the rage, you won't be able to cast since you can't concentrate while raging.

So rage and casting doesn't go together unless you go for Rage Prophet, which might be something interesting for you assuming you look like someone who loves the barbarian.

But else, I really think that this level is a real big lost. 3HP doesn't worth it at all. Just take Toughness, it'll do the same at low levels. And even better after.

Dark Archive

All right, you are a CN fiend of destruction (worship Rovagug) who almost randomly joined the society. A scary, scarred man wielding a fiendish great axe, leaving a wake of destruction.

Cleric of Rovagug (Demon, Rage)

Str: 18
Int: 7
Wis: 16
Dex: 13
Con: 14
Chr: 7
Member of grand lodge
Traits: perception class skill, intimidate class skill (and these are your two skillsets). At 1 you are +8 Perception +3 Intimidate

feats: weapon focus greataxe, heavy armor
3) power attack
5) cleave
7) cleaving finish
9) furious focus
11) Improved crit

At 1 you are +5 to hit for d12+6. 6 times you can increase the damage by 1. You usually open combat by enlarging, granting you a free AOO on a closing foe.

Meet your needs?


Skerek wrote:

i didn't mean you had to be level 3 cleric or channeling 2d6, RAW your feats are ok

Ultimate Magic wrote:
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric
nothing about cleric level or dice used when channeling, how are you meant to channel as a level -1 or 0 cleric?

True, I'd have to take Versatile Channeler at a later level in order for it to work, like level 5 to get a 1d6 of channeling for the smite.


As has been pointed out again and again. Separatists lose their deity's favored weapon. You'd need to spend a trait or feat to get it.

Also you need BAB +1 to get weapon focus at level 1.

As does power attack.

Dark Archive

Yeah, was retyping the separatist after I realized that.

WF requires it too? Frik, I guess Sacred Summons for future use, or just play a half-Orc to gain the bite/darkvision.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Battle Cleric Advice and Input All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice