I need a level 5 cleric build for a COT campaign


Advice


Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.


Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

Is he looking to play a heal bot or have some versatility?


Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

You provided little information about point-buy, alignment, etc. So I also give some more general advice:


  • None of the other characters casts spells higher than level 6 in the end. So you should aim for the 9th level spells, which means multiclassing and prestige classes that do not fully advance spellcasting such as the holy vindicator should be avoided.
  • Good feats for clerics: selective channeling, improved initiative, extra channeling, preferred spell, reach spell, possibly weapon or armor proficiencies
  • I have not looked at many domains, but sun, liberation, freedom and glory always were nice. Maybe fire could be interesting to get fireball and other offensive spells that the party seems to lack.
  • preferred spell is pretty cool in combination with reach spell and similar abilities. Remember that you can spontaneously convert your spells into cure/conflict spells - get some metamagic feats for that like reach spells, and you will be able to help those others even if you cannot reach them. Preferred spell allows you to do that with extra spells - good candidates for me are breath of life (prevented party member deaths 3 times already), heal, dispel magic and righteous might. Also, this way you can also cast domain spells using your usual spell slots more than once per day/level (like the abovementioned fireball).
  • Look carefully at your domain powers. They can be awesome!
  • If you are getting more into melee, consider power attack. You have a bard there which should help offset the minus to attack.
  • You are proficient with the favored weapon of your deity. This can mean some nice weaponry.
  • Leave some spell slots open to adjust your spells during the day when you know more about upcoming encounters.
  • You can totally adjust your spell list every day. This is really powerful.
  • A dwarf cleric is quite endurable, and if he chooses the spell resistance racial trait, his defenses will be great.
  • Unlike wizards, clerics (and druids) are pretty capable combatants. Unless you some have reasons not to go into combat this should be a part of your build.
  • Archer clerics (e.g. with extra proficiency feats or elven race) can be very effective.

Sample build (20 PBS, 2 traits):
DWARF CLERIC LVL5 CR 4
Male Dwarf Cleric 5
NG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +5
--------------------
DEFENSE
--------------------
AC 24, touch 10, flat-footed 24 (+11 armor, +3 shield)
hp 38 (5d8+10)
Fort +6, Ref +1, Will +7
Defensive Abilities Defensive Training; SR 10
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash +1 (1d4+2/20/x2) and
+1 Scimitar +6 (1d6+3/18-20/x2) and
Gauntlet (from Armor) +5 (1d3+2/20/x2) and
Morningstar +5 (1d8+2/20/x2) and
Unarmed Strike +5 (1d3+2/20/x2)
Ranged Masterwork Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Fire Bolt (6/day)
Cleric Spells Known (CL 5, 5 melee touch, 3 ranged touch):
3 (2/day) Not selected, Domain: Fireball (DC 16)
2 (3/day) Not selected, Domain: Produce Flame
1 (4/day) Not selected, Domain: Burning Hands (DC 14)
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Reach Spell, Scribe Scroll, heavy armor proficiency
Traits Birthmark, Reactionary
Skills Acrobatics -6, Climb -4, Diplomacy +6, Escape Artist -6, Fly -6, Heal +7, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +7, Perception +5, Ride -6, Sense Motive +7, Spellcraft +7, Stealth -6, Swim -4
Languages Common, Dwarven
SQ Aura (Ex), Channel Positive Energy 3d6 (5/day) (DC 14) (Su), Cleric Domain: Fire, Cleric Domain: Sun, Greed, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear +1 Scimitar, +1 Shield, Heavy Steel, +2 Full Plate, Bolts, Crossbow (20), Masterwork Crossbow, Light, Morningstar;
Riches 520 GP
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Channel Positive Energy 3d6 (5/day) (DC 14) (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 Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Fire Bolt (1d6+2) (6/day) (Sp) 30' Ranged touch attack deals 1d6+2 Fire damage.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (10) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +5 to channel positive energy's damage to undead.

Use the 520 GP left to scribe scrolls and purchase equipment such as backpacks, bedrolls etc. This one should be quite capable on its own.

Hope this helps :-)


Sangalor wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

You provided little information about point-buy, alignment, etc. So I also give some more general advice:


...

+1 to everything written by Sangalor.

Consider a Cleric of Milani, Crusader Archtype, Revolution Sub-domain. Milani is CG minor-diety of justified revolution. Crusader's trade a domain and some spells for bonus feat at 5, 10, & 20, AND at 8th level the ability to cast a single touch spell that will effect all allies within your reach.


He's (another player I'm helping) looking to play a support role, and has now expressed interest in an archer cleric. Starting at 5th I was thinking of having him go:

PBS
Precise shot
Selective channel or rapid shot.

If he goes human of the proper god to get the longbow then he can get all four, it's tough to get the archer cleric together, they're a bit MAD.

Lantern Lodge

Lastoth wrote:

He's (another player I'm helping) looking to play a support role, and has now expressed interest in an archer cleric. Starting at 5th I was thinking of having him go:

PBS
Precise shot
Selective channel or rapid shot.

If he goes human of the proper god to get the longbow then he can get all four, it's tough to get the archer cleric together, they're a bit MAD.

They are abit hard to put together, but not impossible.

First up, assuming you are the DM, do you want this player to focus on using Wis for attack rolls?

There are 2 ways to allow a cleric to use Wis for attack rolls.
1) Is the 2 feat tree of Channel Smith and Guided Hand. The focus in on Guided Hand which allows a cleric to use Wis in place of Str or Dex when using the favorite weapon of his/her Deity.

2) Is a weapon property that appeared in on of the Adventure Paths called Guided, which allows the user of the weapon to use his Wis Mod in place of Attacking and Damage.
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/we apon-property---guided

With one of this 2 options, the "cost" of needing to spread ability points across the board is lessen.

2ndly, you will want to limit how much Dex is pumped up. While important for archer feats, you have to decide from the start go how far you want to go as an Archer. Taking the feats that 13 Dex quilifies you for at lower levels before getting a belt of +2 Dex for the 15 Dex ones, could be an option. Just don't place too much into range feats, or your ability as a cleric will be weaken.

Finally, if you use the default deities, Erastil is the god with the longbow.
While most of his domains are good for support clerics, 1 sub-domain stands out for an Archer Cleric, the Feather (animal) Sub-domain.
It gives you the spells fly and mass fly. This means your archer cleric can take to the air and rain arrows down on the foes. A (lesser)rod of extend spell can make up for the touch range of healing spells.
Also it gives a racial bonus to perception equaling to half the character level. As Clerics are focus on Wis, this makes the Archer Cleric a good spotter for in coming trouble.

Hope this helps.


Lastoth wrote:

He's (another player I'm helping) looking to play a support role, and has now expressed interest in an archer cleric. Starting at 5th I was thinking of having him go:

PBS
Precise shot
Selective channel or rapid shot.

If he goes human of the proper god to get the longbow then he can get all four, it's tough to get the archer cleric together, they're a bit MAD.

Picking up the good suggestions of Secane, here is another suggestion:

ARCHER CLERIC LVL5 CR 4 (PBS 20, 2 traits)
Male Human Cleric 5
NG Medium Humanoid (Human)
Init +3; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 33 (5d8)
Fort +6, Ref +5, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +5 (1d3+2/20/x2)
Ranged +1 Longbow, Composite (Str +2) +7 (1d8+3/20/x3)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Known (CL 5, 5 melee touch, 6 ranged touch):
3 (2/day) Dispel Magic, Fly (DC 16), Daybreak Arrow (DC 16)
2 (3/day) Hold Person (DC 15), Silence (DC 15), Feather Fall (DC 15), Grace (DC 15)
1 (4/day) Entropic Shield (DC 14), Shield of Faith (DC 14), Protection from Evil (DC 14), Protection from Evil (DC 14), Abundant Ammunition
0 (at will) Detect Magic, Guidance (DC 13), Spark (DC 13), Stabilize
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 10, Int 10, Wis 17, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim -1/+2, Point Blank Shot, Precise Shot, Scribe Scroll
Traits Birthmark, Resilient
Skills Fly +7, Heal +7, Knowledge (Nature) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +5, Perception +10, Sense Motive +8, Spellcraft +4
Languages Common
SQ Animal Companion Link (Ex), Aura (Ex), Channel Positive Energy 3d6 (3/day) (DC 12) (Su), Cleric Domain: Feather, Cleric Domain: Good, Eyes of the Hawk (+2 Perception / +2 Init.) (Su), Ioun Torch, Share Spells with Companion (Ex), Spontaneous Casting
Combat Gear +1 Longbow, Composite (Str +2), +2 Mithral Chain Shirt

Mithral: Weighs half as much as normal.; Other Gear Cloak of Resistance, +1, Ioun Torch, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Channel Positive Energy 3d6 (3/day) (DC 12) (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 Domain: Feather Associated Domain: Animal

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eyes of the Hawk (+2 Perception / +2 Init.) (Su) +2 Perception, +2 Initiative during a surprise round.
Faith: follower of Erastil
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +2 to skill checks, ability checks and saving throws for 1r.
--------------
Money left: 975 GP
You get an animal companion. For example, you could choose a hawk. That would fit well with the suggestion of a flying cleric archer.
In this build I also included scribe scroll. I generally recommend this feat to keep spells handy when they are required. Alternatively, extra channel or rapid shot are good options.

Hope this helps :-)

Silver Crusade

Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

My best suggestion with the party make up. Any thing other then Cleric. You have bard, and inquisitor already. having a dedicated healer will not help the group. That is only advice I can realy add. The group could really use a full melee character. A arcane caster will help but not much as you have the bard and summoner.

And any thing with alot of skill points will help. This AP hase alot of skill chalanges.


calagnar wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

My best suggestion with the party make up. Any thing other then Cleric. You have bard, and inquisitor already. having a dedicated healer will not help the group. That is only advice I can realy add. The group could really use a full melee character. A arcane caster will help but not much as you have the bard and summoner.

And any thing with alot of skill points will help. This AP hase alot of skill chalanges.

Good suggestion :-) Sounds like a Ranger (possibly guide or skirmisher) with the group bond type might be helpful here. Cavalier with the teamwork feats might be cool, too.

Liberty's Edge

Sangalor wrote:
calagnar wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

My best suggestion with the party make up. Any thing other then Cleric. You have bard, and inquisitor already. having a dedicated healer will not help the group. That is only advice I can realy add. The group could really use a full melee character. A arcane caster will help but not much as you have the bard and summoner.

And any thing with alot of skill points will help. This AP hase alot of skill chalanges.

Good suggestion :-) Sounds like a Ranger (possibly guide or skirmisher) with the group bond type might be helpful here. Cavalier with the teamwork feats might be cool, too.

Wow, those are some amazing builds! Mind making one for a necromancer cleric (Undead lord archetype), PFS legal and lvl 12? I can revesre engineer him from lvl 12 to a lvl 1 char and a leveler. Mind pointing out some must have spells?


Bartol91 wrote:
Sangalor wrote:
calagnar wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

My best suggestion with the party make up. Any thing other then Cleric. You have bard, and inquisitor already. having a dedicated healer will not help the group. That is only advice I can realy add. The group could really use a full melee character. A arcane caster will help but not much as you have the bard and summoner.

And any thing with alot of skill points will help. This AP hase alot of skill chalanges.

Good suggestion :-) Sounds like a Ranger (possibly guide or skirmisher) with the group bond type might be helpful here. Cavalier with the teamwork feats might be cool, too.
Wow, those are some amazing builds! Mind making one for a necromancer cleric (Undead lord archetype), PFS legal and lvl 12? I can revesre engineer him from lvl 12 to a lvl 1 char and a leveler. Mind pointing out some must have spells?

I am not really familiar with the PFS rules and commanding undead stuff. Usually I am focused on destroying them ;-)

But you should be able to use the above builds with some minor changes:

  • Replace positive energy with negative energy.
  • Selective channeling would be even more important if you do not wish to kill your party members. You yourself heal through negative energy as well, so this is quite powerful.
  • Versatile channeler might be an interesting feat for you, though you'd need to decide if you want those alignment restrictions. Also I am not sure if that is an allowed feat for PFS.
  • You have this corpse companion and you lose a domain for it. You probably want to keep several undead minions around to maximize usage of your undead commanding abilities.
  • Undead master looks like a useful bonus feat. Skeleton champion does not seem worth it to me.
  • Very few things are immune to negative energy, so you can use it offensively as well. Thus a higher charisma plus some extra channel feats might be cool here.
  • Not necessarily very useful or your type of character, but you can combine it with evangelist and gain some more useful abilities than the inflict spell conversion. For example, you can convert spells to command, command your enemies to fall down and have your minions slaughter them ;-)
  • It might be worthwhile to get heighten and preferred spell for animate dead, so you can always convert spells to create minions.
  • Spell focus necromancy might be a worthwhile investment since you will probably focus on that quite a bit.
  • Phylactery of negative channeling will further increase your offensive output. Also a wand of cure light wounds will probably prove useful.
  • Spells: animate dead, command undead, mass halt spells (to freeze enimies while your minions close in), ghost bane dirge (to make incorporeals vulnerable to your minions), magic circle and protection from spells (protect your minions and yourself better), unhallow and desecrate (improve their resistances)... For the rest, the staple cleric spells are alwas good.
  • For weaponry you might want some ranged ones like crossbow or the like. Let your minions do the melee work, you hang back and ready on spellcasters. Here the evangelist archetype would help with your ranged damage and attacks. Alternatively, get the guided hand feat and an appropriate deity.

Hope this helps :-)

Liberty's Edge

Sangalor wrote:
Bartol91 wrote:
Sangalor wrote:
calagnar wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

My best suggestion with the party make up. Any thing other then Cleric. You have bard, and inquisitor already. having a dedicated healer will not help the group. That is only advice I can realy add. The group could really use a full melee character. A arcane caster will help but not much as you have the bard and summoner.

And any thing with alot of skill points will help. This AP hase alot of skill chalanges.

Good suggestion :-) Sounds like a Ranger (possibly guide or skirmisher) with the group bond type might be helpful here. Cavalier with the teamwork feats might be cool, too.
Wow, those are some amazing builds! Mind making one for a necromancer cleric (Undead lord archetype), PFS legal and lvl 12? I can revesre engineer him from lvl 12 to a lvl 1 char and a leveler. Mind pointing out some must have spells?

I am not really familiar with the PFS rules and commanding undead stuff. Usually I am focused on destroying them ;-)

But you should be able to use the above builds with some minor changes:

  • Replace positive energy with negative energy.
  • Selective channeling would be even more important if you do not wish to kill your party members. You yourself heal through negative energy as well, so this is quite powerful.
  • Versatile channeler might be an interesting feat for you, though you'd need to decide if you want those alignment restrictions. Also I am not sure if that is an allowed feat for PFS.
  • You have this corpse companion and you lose a domain for it. You probably want to keep several undead minions around to maximize usage of your undead commanding abilities.
  • Undead master looks like a useful bonus feat. Skeleton champion does not seem worth it to me.
  • Very few things are
...

Thank you!


Bartol91 wrote:
Sangalor wrote:
calagnar wrote:
Lastoth wrote:
Party makeup is summoner, bard, inquisitor (melee) rogue (DW). The cleric is stepping into the campaign a bit late and I am looking for good builds to throw at the player for suggestions.

My best suggestion with the party make up. Any thing other then Cleric. You have bard, and inquisitor already. having a dedicated healer will not help the group. That is only advice I can realy add. The group could really use a full melee character. A arcane caster will help but not much as you have the bard and summoner.

And any thing with alot of skill points will help. This AP hase alot of skill chalanges.

Good suggestion :-) Sounds like a Ranger (possibly guide or skirmisher) with the group bond type might be helpful here. Cavalier with the teamwork feats might be cool, too.
Wow, those are some amazing builds! Mind making one for a necromancer cleric (Undead lord archetype), PFS legal and lvl 12? I can revesre engineer him from lvl 12 to a lvl 1 char and a leveler. Mind pointing out some must have spells?

Currently the best necromancer I've seen is the one Research made for the pathfinder chronicles podcast, but he's a wizard. Still it wouldn't hurt to check out those forums and see the feat selection they used.

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