HOW TO boost melee attack bonus for a Cleric


Advice


First of all, I tried to look for this information by myself both in the rulebooks, SRD, and forum threads, but I was not very successful or at least non quite satisfied by the results.
So my question is, other than powerful equipment, casting Divine Favor/Power (which basically makes you equal to a fighter of equal level, but without the feats...) or Righteous Might, what other Spells, Domain Powers or feats boost, somehow, your melee attack bonus?
My concern is that without a solid melee attack bonus I cannot get the most out of Channel Smite or Domain Powers that increase my melee damage.

I appreciate your help.


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Well, first thing I would do is make sure that you are familiar with the stacking rules for bonuses. In order to get the higher bonuses you will need to stack smaller bonuses.

Strength - This is your bread and butter way for an extra bonus to hit, and you get the gravy of more damage to boot. Starting high is good, but at this point you are looking for anything that increases this that stacks.

Tactics in combat - Make sure you are taking advantage of the combat as a whole. For example, if you make sure you are in a flanking position (+2 to hit) and jump up on a table (higher ground +1 to hit), you are getting some good bonus rolling. Likewise, if the enemy is a position that makes them easier to hit, that is the same as a bonus to hit (prone for instance is effectively a +4 to hit).

Domains - There are some domain abilities that will help you get bonuses to hit. You probably already chose domains though I suppose.

- Animal - Gives you a handy flanking buddy
- Good - Touch of Good will give you 1/2 your cleric level sacred bonus (sacred bonuses are great since they aren't as common, so are more likely to stack).
- Law - A little more odd, but making sure you don't have a low roll is the same as a bonus to hit.
- Luck - Rolling twice on an attack certainly gives you a better chance to hit. The rerolls after level 6 come in real handy too. (while I am not a big fan of true strike you get that as a domain spell, and it most certainly gives a bonus to hit)
- Nobility - Can give a +2 morale bonus to hit for longer than other abilities give a higher bonus. Morale is a more common bonus though.
- Strength - Like Good except this gives an enhancement bonus... which is the most common type of bonus and less likely to stack.
- Sub Domain: Demon - Bonuses for both hit and dmg, but is enhancement
- Sub Domain: Heroism - +2 moral bonus to hit

Spells
- Bless - +1 morale
- Command - You can tell them to drop prone and then get the +4 to hit
- Divine Favor - +1 luck
- Magic Weapon - +1 enhancement to weapon
- Summon Monster X - Set up flanks or aid another on you to hit
- Aid - +1 morale
- Bull's Strength - +4 enhancement to str
- Hold Person - +4 to hit them AND their dex drops to 0 AND you can coup de grace them.

etc.
etc.

You can see where I am going with this. See what stacks, look at durations, you can get some insane bonuses when it is all together. And then unload on them.

Do the same things with items, and you should be set at any level.

Also keep in mind that until you are at really high levels your BAB difference with someone who is full BAB is not real significant. At first through fourth it is a +1 difference... probably outshone by differences in what you and the fighter took for STR depending on your build. Don't be afraid to fight.

Sean Mahoney


Thanks Sean, that was helpful, and yes, I am familiar with the "stacking" concept, which is why I was very disappointed in seeing Divine Favor and Divine Power both providing luck bonus, because the second seems to me just a stronger version of the first, and not an option for some fancy "combo".

Sean Mahoney wrote:
Also keep in mind that until you are at really high levels your BAB difference with someone who is full BAB is not real significant.

I am not a master of statistics, but I am not sure I agree on this point. In my previous experience with the d20 system, no caster could match a melee character without a significant boost via spells, and here in Pathfinder there are not really a lot of appealing options (at least in my opinion).

Anyway, in the last couple of hours I put together what I think is a decent battle cleric build, which I am quite confident will keep me somehow effective in melee combat as we advance in level. Hopefully I am right about it...

Thanks again


Extreme... I believe I'm seeing a trend in your posts, as well as the user name you've chosen.

Clerics are intentionally not as good with melee attacks as full BAB classes. They make up for that by having powerful spells they can cast. Many people think that clerics are the most powerful class in the game because besides having some of the most powerful spells, they ALSO have 3/4 BAB progression.

Until you reach ninth level, the BAB of a cleric is at least within 2 of a full BAB class. That can be overcome with a single "bull's strength" spell, which a cleric can self-cast on themselves.

I play a druid, which is also a 3/4 BAB progression class. Our party is currently 8th level. We are on the "slow" progression for level advancement (five years to get to level 8, so maybe "glacial" would be a better description), and in all that time I've never had an issue hitting the enemy.

If you want full BAB equivalence, then paly a full BAB class. But then you'll have other trade-offs, like not being able to cast "miracle" later in the game...


Adamantine Dragon wrote:
If you want full BAB equivalence, then paly a full BAB class. But then you'll have other trade-offs, like not being able to cast "miracle" later in the game...

I guess you are right, but please be sympathetic: coming to Pathfinder from 3.5E it is shocking. I am still trying to understand what are the melee capabilities and limits for cleric/druid/etc. in Pathfinder, since fighter and barbarian seem really strong in comparison (especially the fighter which gets a feat every level...).


Extreme, one of the things Pathfinder publicly acknowledged to be a goal of their PF version of 3.5 was to enhance the melee classes so that they were more "balanced" compared to the caster classes. Especially cleric and druid. The result was a serious diminishment of cleric and druid melee (or combat overall) ability and an increase in what pure melee classes could do. Especially fighters.

Even so, even after all the changes, additions and deletions, clerics are still thought by many to be a superior melee class than any pure melee class simply due to their abilities to buff themselves.

My druid is a 3.5 conversion. In 3.5 she was essentially a damage machine, easily outshining the rest of the party. In fact I deliberately nerfed her to make her more comparable to the rest of the party and she still was ridiculously powerful in comparison.

After converting to PF she is much more balanced with the rest of the party. She still has major advantages in flexibility, but she is no longer the party member who could shut down ANY ENCOUNTER by going full-on nova, or wild-shaping.

And frankly, I like it better that way.


Adamantine Dragon wrote:
due to their abilities to buff themselves.

Well, let me say that with the PF Divine Power, my "poor" cleric is short of a +6 strength bonus (not that easy to get through magic items at level 7) and the bonus from Divine Favor (which does not stack). If you add that casting spells requires time, I do not really know how a cleric can ever be superior to a Fighter (which again, gets one feat per level and other nice skills related to armor/weapon usage). Basically the cleric lost power without any replacement, and all the melee characters where enhanced.

But as you said, you like it and it is fine, while I simply don't :D

After this discussion at least I am sure I did not miss any major Pathfinder option to enhance my melee cleric.

Thanks

Liberty's Edge

extreme_tactician wrote:
I do not really know how a cleric can ever be superior to a Fighter

They're not supposed to be a match for a fighter or a barbarian in melee combat, but that's an indication of good game design. If the cleric was better than the fighter at fighting AND got full spellcasting progression and channel energy and stronger will saves and domain abilities and more useful class skills, then there wouldn't be much reason to play a fighter. Balance is a good thing.

Really, the only thing that the cleric lost was heavy armor proficiency, which is really replaceable by a feat. (Before you say "Divine Metamagic!" consider how terrible, for the game, that feat was. Holy cow. Also, it was from a splatbook.) Sure, the fighter is now better at swinging his stick or firing his bow, but he's still stuck doing the same thing he was before, with the same limitations on his options. Clerics get spellcasting, which is still much more powerful in an absolute sense than swinging a stick for big damage.

Having good melee output with a cleric is pretty easy, though, even in pathfinder. High strength, diety with a good favored weapon, and some domain powers and you're good to go. Just focus on spells that are going to be cast on the party instead of on your enemies (or don't require saving throws, like invisibility purge) and you don't have to worry quite so much about your wisdom score. You're right that spellcasting takes time, but at most you're giving up one attack when you drop your go-to buff at the beginning of combat (or, later, buff and quickened buff), because that's always the "move up and standard action attack!" round.


Trick to a battle cleric is three fold: extend spell, via metamagic feat and several lesser metamagic rods: domain abilities - one in particular really shines if your group is willing to "go team cleric"; timing is everything. You're correct that if you really want to keep pace - as with monks - putting your stats in STR/WIS/CON/CHA/INT/DEX order will generally get you the most with the least.

Many times your services will be required to assist the other characters rather than yourself as you are the only probable source of useful spells (remove fear, bless) that can really swing things for the entire party.

Besides, your cleric would probably much rather that the meat shield soak the first round or two of nastiness before wading in after a divine favor is cast. That command to fall over is all kinds of nasty as your entire group can hose down the victim PDQ.

If you really need an ace up your sleeve, always prepare a silence spell to cast on yourself (starting at 3rd level) so you can wreck havoc amongst bad guy spellcasters. Later, spell immunity to silence can be a life saver...


extreme_tactician wrote:


After this discussion at least I am sure I did not miss any major Pathfinder option to enhance my melee cleric.

Thanks

Oh heck, don't go away thinking that! I'm no cleric specialist. In fact the only pure PF classes I've played so far are witch, druid and sorcerer. There may be ways to enhance your cleric that you've missed.

For example, a single dip into a level of fighter might give you some benefits. Lots of power users do class dips. I tend to like to stick to a single class myself. But there's some value to level dipping.

Also, the buffing can be done outside of combat if your party has a good scout. So you don't lose a combat round casting "bull's strength" which lasts minutes (ya, I know it lasted HOURS in 3.5... just another example...)

Buffing is a perfectly solid tactical maneuver, especially if your party can utilize good tactics.

When you can quicken buff spells, well, that's opening a whole new doorway...

Don't give up on the cleric, if you really want to play one. As I said, my 3/4 BAB druid does just fine in combat. She's not the crazy monster she was in 3.5, but she carries her weight, and then some.

Grand Lodge

I'd like to weigh in on the matter, as I'm currently playing a battle cleric in PFS. I'm a cleric 5 of Gorum.

STR 21 (16 +1 level, +2 human bonus, +2 belt)
DEX 12
CON 12
INT 7
WIS 18 (16 +2 headband)
CHA 10

Feats: Toughness, Heavy Armor proficiency, Power Attack, Weapon Focus (Greatsword)

Domains: Chaos (Protean), Destruction (Rage)

I wear full plate and am pretty fierce in melee. I'll never have iterative attacks worth a damn, so full-attacking is overrated and I stay mobile. 5-foot steps get me out of threat for casting. I hit so hard that other players audited my character sheet at the first few sessions I played. 2h weapon fighting is really simple: get a high strength and power attack. Weapon Focus keeps my BAB at full levels 2-4, full BAB -1 until level 9, and PFS taps out at lvl 12 with me at full BAB -2. Domains give me nifty combat tricks: Bonus damage on destructive smites, and a situational boss debuff. At lvl 8 I'll have barbarian rage and an awesome chaos aura (all enemies must make a will save to even do what they wanted to do that round).

And when I can't (or shouldn't) be in the thick of things, I have my heals, channels, and spells. Yes, a fighter will be a better melee combatant than me... but until that fighter can 5 foot step back and lay down a hold person for the rogue to coup-de-grace, I'm not concerned about it. Until the fighter can hit a critically wounded ally with a clutch 3d8+5 Cure Serious Wounds and take no opportunity attacks getting there with Grace, I'm ok with the power balance. Until the fighter can cast Silence on himself to completely shut down a BBEG caster, I'm completely happy with my role in the party.

Also: buy wands of your buff spells. Use them right before kicking in the door, or in a bottleneck while you wait for the people who beat you in initiative (hint: that's everybody) to clear a path.


What belt gives a +2 to str and wis?

Grand Lodge

typo: the wis is from a headband of inspired wisdom


Red Ramage wrote:


And when I can't (or shouldn't) be in the thick of things, I have my heals, channels, and spells. Yes, a fighter will be a better melee combatant than me... but until that fighter can 5 foot step back and lay down a hold person for the rogue to coup-de-grace, I'm not concerned about it. Until the fighter can hit a critically wounded ally with a clutch 3d8+5 Cure Serious Wounds and take no opportunity attacks getting there with Grace, I'm ok with the power balance. Until the fighter can cast Silence on himself to completely shut down a BBEG caster, I'm completely happy with my role in the party.

These are all good considerations and I appreciate them. Let's say that I probably played d20 Fantasy RPG too much and I cannot enjoy anymore some aspects of the game like the ones you mentioned.

What I am thinking is: what will I do against an enemy who has AC 40, all savings at +30, after I got hit by a successful dispel magic or even worst a disjunction? But I guess I am going off-topic here...

Anyway, if anybody figures out other ways to increase my attack roll bonus, I will be happy to hear those.

Grand Lodge

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extreme_tactician wrote:


These are all good considerations and I appreciate them. Let's say that I probably played d20 Fantasy RPG too much and I cannot enjoy anymore some aspects of the game like the ones you mentioned.

I'm not sure what this means, could you clarify?

extreme_tactician wrote:


What I am thinking is: what will I do against an enemy who has AC 40, all savings at +30, after I got hit by a successful dispel magic or even worst a disjunction? But I guess I am going off-topic here...

You'll drop power attack, cast Displacement (domain spell) on yourself, get in its face, and kick its ass with no mercy, like a good cleric of Gorum should. Even with NO BUFFS, you'll only be attacking at -3 or -4 compared to a straight fighter (assuming equal stats, same weapons, etc), so you should be able to land hits even on high-ac monsters. If not, 5 foot step out, cast True Strike (also a domain spell), next round step back in and get that hit. Or, cast that displacement on the fighter, and bless, and doom on the bad guy, and use your touch of chaos debuff to make the bad guy flub his attacks and NEVER get crits. Heal the fighter. Flank the bad guy to give the fighter flanking (or better yet, flank with the rogue). Stand 30 feet back and channel heal your party. All of these strategies work just fine even in the face of whatever horrible creature has ac 40 and +30 saves and hits you with dispels. If the bad guy is wasting actions to strip your buffs, that's fine. The rest of your team will be busy killing him.


Just a suggestion, but the old Golarion book had this:

Holy Warrior (Ex): A cleric with this ability is proficient with her deity’s favored weapon. In addition, her base attack bonus as a cleric equals her cleric level, and her cleric Hit Die becomes a d10.

Class Abilities: Some clerics think of themselves more as holy warriors than proselytizers or shepherds. For these clerics, the ability to fight trumps all other concerns. Taking the above ability requires a cleric to give up both of her domains, including her domain powers.

I never saw one in play, and maybe you're not interested, but it sounds like something to consider. Maybe talk to your GM and see if it's possible. It was removed in the current version, but I don't know why. Seems like a fair trade for a war cleric.


Red Ramage wrote:


I'm not sure what this means, could you clarify?

Silence and Hold Person are just not effective. They have ST and SR and when enemies become truly powerful you strike them down just with melee or heavy spellcasting damage (I do not know PF, but I was used to cast Polar Ray and Sonic Orb with metamagic feats applied, as they do not require SR...). If I cannot create a character that somehow does one of this two things, I just don't have fun. As I was saying I probably played too much, and now my view is quite narrow minded.


A highly regarded expert wrote:

Just a suggestion, but the old Golarion book had this:

Holy Warrior (Ex): A cleric with this ability is proficient with her deity’s favored weapon. In addition, her base attack bonus as a cleric equals her cleric level, and her cleric Hit Die becomes a d10.

Class Abilities: Some clerics think of themselves more as holy warriors than proselytizers or shepherds. For these clerics, the ability to fight trumps all other concerns. Taking the above ability requires a cleric to give up both of her domains, including her domain powers.

I never saw one in play, and maybe you're not interested, but it sounds like something to consider. Maybe talk to your GM and see if it's possible. It was removed in the current version, but I don't know why. Seems like a fair trade for a war cleric.

Yeah, I am already discussing with my GM about it, but I am not sure it will be allow as we will not play in PF campaign setting. Good call!


There are three cleric archetypes that may help you.

The Crusader gets bonus feats and can take the weapon focus/specialization tree with them. Greater Weapon Focus at level 10 isn't a great deal, but it's not nothing. On the downside they have diminished spellcasting, which hurts.

The Divine Strategist can add his int to attack rolls when flanking and making attacks of opportunity starting at level 8. He doesn't channel energy, which is probably less of a downside.

The king of battle clerics, though, is probably the Evangelist with partial Bardic Performance including the all important inspire courage. He loses a domain, some channel dice, his medium armor and favored weapon proficiencies, and he spontaneously casts mostly useless spells instead of cures, but a scaling competence bonus to attack and damage is nothing to sneeze at, though it may well be worth it to patch up his proficiencies with a martial dip.


There is the Guiding Hand feat from ultimate combat. Its prereq is Channel Smite, and it allows you to add your wisdom instead of your strength to hit.


Sean Mahoney wrote:

Well, first thing I would do is make sure that you are familiar with the stacking rules for bonuses. In order to get the higher bonuses you will need to stack smaller bonuses.

Strength - This is your bread and butter way for an extra bonus to hit, and you get the gravy of more damage to boot. Starting high is good, but at this point you are looking for anything that increases this that stacks.

Tactics in combat - Make sure you are taking advantage of the combat as a whole. For example, if you make sure you are in a flanking position (+2 to hit) and jump up on a table (higher ground +1 to hit), you are getting some good bonus rolling. Likewise, if the enemy is a position that makes them easier to hit, that is the same as a bonus to hit (prone for instance is effectively a +4 to hit).

Domains - There are some domain abilities that will help you get bonuses to hit. You probably already chose domains though I suppose.

- Animal - Gives you a handy flanking buddy
- Good - Touch of Good will give you 1/2 your cleric level sacred bonus (sacred bonuses are great since they aren't as common, so are more likely to stack).
- Law - A little more odd, but making sure you don't have a low roll is the same as a bonus to hit.
- Luck - Rolling twice on an attack certainly gives you a better chance to hit. The rerolls after level 6 come in real handy too. (while I am not a big fan of true strike you get that as a domain spell, and it most certainly gives a bonus to hit)
- Nobility - Can give a +2 morale bonus to hit for longer than other abilities give a higher bonus. Morale is a more common bonus though.
- Strength - Like Good except this gives an enhancement bonus... which is the most common type of bonus and less likely to stack.
- Sub Domain: Demon - Bonuses for both hit and dmg, but is enhancement
- Sub Domain: Heroism - +2 moral bonus to hit

Spells
- Bless - +1 morale
- Command - You can tell them to drop prone and then get the +4 to hit
- Divine Favor - +1 luck
- Magic Weapon - +1 enhancement to...

Your avatar looks like Nicholas Cage.


Given their roll as holy men and priests it actually seems a bit odd to me that they would be partial warriors and have a medium HD/BAB & armor use. I'd kind expect them to be robe wearers. The whole point of them having higher HD and armor use seems to be to increase their survivability in melee combat while getting in ranged touch spells.

To eliminate that need, in my custom setting, I'm considering dropping them to unarmored & low HD/BAB. In place of that they would just be able to cast all touch spells as close range spells and get a few more skill points. As that's a major overhaul I'd probably rename them Priests then. I dunno. I'm no good at rebalancing classes.


Let me start by saying that melee Clerics are my favorite class to play since 3.0/3.5.

That said, I would recommend checking out an Oracle with the Battle mystery. It's very similar, you still get the divine caster feel, but if gives the options to really focus on melee combat. I'm currently playing one in a Council of Thieves game and mechanically it's one of my favorite characters since I switched to PF a couple years ago. In that party we have a Cleric (with healing domain) and a Fighter (two-handed archetype). I lag behind each of them in their specialty, but I can switch between roles adequately while also providing some battlefield control.

One of the coolest things about Battle Oracles is that they're quite good at combat maneuvers. With one feat you pick up both improved and greater versions for the relevant maneuver without needing the prerequisite (I have Disarm and Trip).

Warsight, Surprising Charge and Combat Healer are also great revelations that are a lot of fun. I've had a hard time not taking the Extra Revelation feat, none of which has made me OP, but just given me more options during combat. The Battle Oracle is the supreme generalist of melee combat IMO. He isn't the best at anything (except perhaps maneuvers), but he can switch tactics/strategy every round depending on what is most needed. The only downside is the poor saves.

When making one, I recommend having the lowest Charisma needed to cast spells of whatever level you normally get to. If your group plays E6, you only need a 13 or 14 CHA, but if you're playing a typical AP, you need at least a 15 or 16 (if you're mostly interested in melee, I'd go Oracle 12/Fighter X, once you have Heal, you don't need much for spells and the extra feats are more important).


Hobgoblin Shogun wrote:
You're avatar looks like Nicholas Cage.

It's surprising how often I get that.

Sean


I would recommend THIS for some more indepth recommendations on making a battle cleric.

Sean


Arikiel wrote:

Given their roll as holy men and priests it actually seems a bit odd to me that they would be partial warriors and have a medium HD/BAB & armor use. I'd kind expect them to be robe wearers. The whole point of them having higher HD and armor use seems to be to increase their survivability in melee combat while getting in ranged touch spells.

To eliminate that need, in my custom setting, I'm considering dropping them to unarmored & low HD/BAB. In place of that they would just be able to cast all touch spells as close range spells and get a few more skill points. As that's a major overhaul I'd probably rename them Priests then. I dunno. I'm no good at rebalancing classes.

The cleric class is based on the militant church orders like the Knights Templar and Knights Hospitaler. It would probably also be used to represent the more devout mujahids of the appropriate era. Actual priests would be adepts or experts.


That guide rocks, my PFS cleric is level 9 and has only used a single weapon once. I have used lots of spells and wands. Extreme have you looked at inquisitors yet? They can be a fun class also.

Grand Lodge

extreme_tactician wrote:


Silence and Hold Person are just not effective. They have ST and SR and when enemies become truly powerful you strike them down just with melee or heavy spellcasting damage (I do not know PF, but I was used to cast Polar Ray and Sonic Orb with metamagic feats applied, as they do not require SR...). If I cannot create a character that somehow does one of this two things, I just don't have fun. As I was saying I probably played too much, and now my view is quite narrow minded.

I'm not sure what systems you're used to, but in Pathfinder and 3.X edition D&D spellcasters who blast are significantly less powerful than the save or die style casters. Spell Resistance applies to blasting spells too. Many blasting spells also allow a save for half damage.

It seems pretty clear that you don't want to be playing a cleric. You want to be playing a fighter. To which I ask: Why not just play a fighter? I'm playing a melee cleric because I enjoy the mix of martial and divine fighting. I also have a straight fighter for straight melee fighting...


If you wanna kick ass go either Inquisitor (I reccomend Dwarf 2hander with Steel Soul, glory of old and the Witchunter archetype for huge saves) who can swift action use judhements to rock.

If you want cleric a couple of good options are
Human Cleric or Imodae 8/Holy Vindicator10/ Cleric 2
Nets you BAB 17, 9th level spells, heavy armor and Stigmata as a swift action (+5 to hit or damage or saves) and Being a cleric of Imodae (heroism subdomain, archon subdomain) you can cast Good Hope or swift Aura of Heroism. Quicken Spell is your friend.

OR

2 hander cleric of Gorum with Rage Subdomain. You get RAGE and 2 rage powers. Stack your divine Power with Rage and Reckless abandon for big to hit score.

Scarab Sages

It looks like you're suffering the effects of extreme power creep from 3.5, which had so many overpowered and outright broken combinations that pathfinder must seem mild by comparison.

Clerics are not the supreme bacon cheeseburger they used to be. Druids are significantly more balanced now as well.

A cleric won't ever have an attack bonus equal to a fighter off the bat. Let's ignore for the moment everything that the fighter and cleric can both have, and focus on specifics.

The big one for fighters is weapon training. Greater weapon focus also helps. But weapon training alone virtually guarantees that the fighter will always have a higher chance to hit.

So what's a cleric to do?

You have a couple options here. Option one is to accept it and move on with min/maxing where you can. Option two is to continue the hunt for a build that surpasses the fighter. That won't happen because of another major change between 3.5 and pathfinder. Most buffing spells went from 1hour/level to 1minute/level or less.

No more permabuffs, unless your party uses the 15 minute adventuring day. So you'll be behind in dpr any time you have to cast those buffs, which will often be during combat, and lose you a round or two of meleeing, while the fighter is destroying enemies.

Third option? Build something that doesn't target regular ac. You don't want to overshadow the fighter in the first place. You want to show off where he's weak, and let him show off where you're weak. That way, all the players get to have fun.

I had the same kind of problem when I started playing pathfinder. Your sense of balance and character power will adjust itself over time. Until then, try to keep in mind that nothing is quite as over the top in pathfinder as in 3.5

Although, the evil part of me wants to direct you towards sap adept and sap master for a future character... Or, ya know, a summoner. *shudder*


Also, using the variant channeling rules from UM gets you a little something on the side. For example the positive energy strength variant channel gets you a "channel" bonus to strength based attacks. (This is unclear wording but I read this as melee attack rolls that are not weapon finessed.)
The bonus is +1 at level 1 and +1/5 levels, max +5 at level 20.

This alone basically keeps you as a full BAB class. There are a few other channel domains that can give you a +att like this as well.

Edit: The only drawbacks are losing half your channel energy dice (whoop-de-do), and the fact that you just gave the same buff to your fighter buddy, so he is still better at beating the monster than you are.

Shadow Lodge

Arikiel wrote:

Given their roll as holy men and priests it actually seems a bit odd to me that they would be partial warriors and have a medium HD/BAB & armor use. I'd kind expect them to be robe wearers. The whole point of them having higher HD and armor use seems to be to increase their survivability in melee combat while getting in ranged touch spells.

To eliminate that need, in my custom setting, I'm considering dropping them to unarmored & low HD/BAB. In place of that they would just be able to cast all touch spells as close range spells and get a few more skill points. As that's a major overhaul I'd probably rename them Priests then. I dunno. I'm no good at rebalancing classes.

Actually, they are not based at all off of unarmored, robe wearing holy men. They are based off of the crusaders, the templars, the hospitalrs, and other very martial religious warriors. The HD and Armor do make sense, but the Paladin is kind of screwing it up.

Shadow Lodge

Atarlost wrote:

There are three cleric archetypes that may help you. . .

There is also the Mendevian Priest archtype, I believe from Magic of Golarion. It is kind of cool. Like the Crusader, it is almost what the Cleric should be, I think.

Some other cool things are the Blessing of Fervor spell from APG, (4th I think). Absolutely fantastic spell. Sort of like a cool-guy Haste that allows everyone to pick certain advantages round by round, including a few freebie Metamagic Feats.

There is another one, and I can not think of the name or location, (I want to say Grace of the Crusader), which essentually nets you a Paladin's Smite.

The Holy Vindicator and the Holy Scion (I think, can't recall what book, Magic of Golarion?) are options. Holy Vindicator is a really good broken build, if done right, (supper AC), and with the right Domain, the other one can be fun.

Some one mentioned that the Cleric took a large step back, while every other class took steps forward, I think this is absolutely correct. A lot of spells changed, a lot of things changed that affect the Cleric. Most Domain powers do not work on the Cleric. They are Standard Actions and last 1 round, which means they end just before you could actually use them. The Str and the War Domains in particular are trrible options, (unless you are an NPC robe-wearing Cleric type). Absolutely avoid them. Maddness and Darkness are really cool, . . . but most DM's don't allow other options that disallow them indirectly.

Shadow Lodge

There are also 2 other Cleric guides I know of. All seem to have issues in different parts, but are very good reads. I think the errors tend to be more about play style and not actually reading what something does and assuming it based off of the name or description.

Rogue Eidolon’s
Axe's PFS Guide


There is one divine spell that can help, Mighty Strength, it's a 4 level spell (Cleric or Paladin) that provides +8 enhacement bonus to Strength. You can find it in Dwarves of Golarion.

Since it's an enhacement bonus, can stack with Divine Power.


Red Ramage wrote:
To which I ask: Why not just play a fighter?

Oh well, without going into the details I am running an experimental project with a bunch of my dearest friends and long-time RPG buddies. We have a small party of three: fighter, wizard, and cleric. Since my friends wanted to play the other roles the most, I volunteered to cover the divine spellcaster spot, but I am determined not to give up damage dealing capabilities.

Shadow Lodge

I've always found this mentality sort of strange. It really only seems to come up with the BCleric, (occasionally the Druid, too). Why is that? It's okay for the Wizard -> Gish to be a good martial and caster, or for the Rogue to step all over the Fighter, but Cleric is such an issue?

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