How to make a bandaid box interesting (Help!).


Advice


Here's a quick rundown. It's been over a year since we have played, due to the fact that our DM has been over seas in Iraq. He is coming home within the next two weeks, and we have set up a session to quickly dive into. Unfortunately I was kind of forced (but also offered) to play the healing cleric so we didn't run around dying every where.

My question is, how do people generally build clerics that they enjoy playing the game as. My current build in my head (still in my head, since our GM does not allow the rolling of characters outside of Pathfinder sessions).
Dwarven Cleric - Level 1
Diety Sarenae Sun/Heal domains
Level 1 feat: Selective channeling
Alignment - Neutral

My plan with this character is to take a fighter level at level 2, so I am able to buff him into someone that can take a bit more damage (being able to wear heavy armor with a tower shield). With something as the feats going like this
Level 2 bonus fighter feat - Power Attack
Level 3 feat (from here on out i'll be taking back into my cleric levels) - Cleave

I'm hoping this way i'll still be able to have the healing power to keep my allies alive while still being able to tank/deal a little bit of damage and having fun.

What other ways have you been able to have fun and enjoy your campaign while you were stuck (or chose to be) the band aid box of the group

Edit: Forgot the group make up
Barbarian
Fighter
Ranger
Monk
Bard
Wizard
Cavalier
Cleric


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Healbots are not necessary.


There are so many classes that have access to healing. Pick one and play something you're sure you'll like.

Former VP of Finance

Ok... The first thing I want to say is that a cleric of any flavor heals, so long as you have the wisdom score to get spells of that level. So, no need to take feats and domains to support it if you want something that does more than heal.

There are two easy ways to create a cleric that can haul out some significant damage: battle cleric and blaster cleric. I've played and really enjoyed both.

I currently play a battle cleric. This guy is absolutely competitive in damage with the rogue and the fighter. I could make him a bigger monster in battle, but I save my spells for heals rather than use them to buff. For the basic battle cleric build, see the builds in The Guide to the Guides.

For a blaster cleric, I highly recommend starting with Derwalt's build at the end of that thread.


If your party is on death's door after every encounter, someone is probably doing something wrong.

Want to play a healer? Play a character with heal as a class skill and a healer's kit. I ran a grizzled battlefield surgeon like that and it was a lot of fun.

Grand Lodge

Battle Clerics can be fun and are pretty badass in their own right.


Bassed of of your build:

If your a dwarven cleric selective channel will be less usful, not sure how big the party is or what you cha is after the -2 racial adj.
I also would not take the sun domain as a dwarf. That's just me.

Domain's
I'd suggest the Heroism sub domain(Glory). Better for Fighter/Cleric's
Good spells, +2 DC harm undead, heroism aura as a swift action. Bonus on Cha checks for outside of combat, negates the pesky dwarven adj.

Instead of healing domain take the restoration sub domain. You can spontainios cure spell's, and have channel Positive energy already. Get's a cool 1st level ability keeps the +50% healing, and gets better spells.

Feat's
Align Channel (Evil): Allows the use of channel to Harm Evil Outsiders.
Brew Potion: Make healing Pot's for the party less action in combat wasted healing, make remove x potions so you don't need to prep them.
Improved Channel: Stack's with Glory and Sacred Conduit. (+5 DC) v. Undead.

Trait's or (Additional Traits)if you don't start with them.
Magical Knack: +2 CL, good when multi-class.
Sacred Conduit: +1 DC channel energy, good with glory domain and align channel.

Cleric I'm playing now:

Half-Elf cleric of Pharasma Tru-Neu
(Repose and Healing) Domain's
Channel Negative Energy
Feat's
Bonus: Ancestrial Arm's ( Bastard Sword Pro.)
1st: Channel Smite
3rd: Brew Potion
With Channel Smite I don't need to worry about my allies taking my channel damage.
Planning on taking Levels in Holy Vindicator after level 9.
-I wan't my 8th level abilitie and 5th level spells first.
Healing Domain makes me a viable healer even as a Negative Cleric
-Our Party has a Bard and a Pally so healing is less important for me.

-Flash

Sovereign Court

One of my favorite clerics of all time is the beer swillin'/beer brewin' halfling cleric of Cayden Cailean (Travel/Good domains). He's also the face of the party (at 1st level I think he had a Diplomacy of +9 ... currently he's sitting at a +18 ... and an Intimidate of +8 with no ranks assigned). He also ran with ranks in Heal, Knowledge (Local) (because he needed to know where the taverns are as soon as he gets into town), Profession (Brewer) and a few others for flavor.

NOTE: Charisma was and will be his highest attribute, with Wisdom following close behind.

He's a second rank cleric (his combat is not great, but he carries a longspear and can aid one of the fighters with a +2 to hit or a +2 to AC with a successful hit on AC10. And will be a crafter of all things Wondrous.

He started with Selective Channel, then picked up Extra Channel, mainly due to some encounters with undead (never underestimate the power of a burst used offensively against the undead). The plan is to pick up Craft Wondrous Items, followed by the Channel modifying feats (Alignment Channel [evil], Improved Channel, etc.), then whatever fits his rather chaotic nature.

The character is a blast to play. While he is a healbot to a good extent, he is the most social member of the party and excels in the urban environment we find ourselves in a good bit.


Part of the fun of playing clerics is roleplaying a spokesperson and servant for the god. Most clerics have some pretty iconic examples to follow there.

Heal, yes, but don't just heal -- try to think ahead of time and prevent damage. One bane on the enemy, or shield of faith may keep them from hitting a couple times and save more hit points than a healing spell restores. A bless on a friend may make him hit faster and kill something a round before it would otherwise die, sparing all the damage it did. If you plan to fight yourself, look for spells that make your weapons hit harder -- clerics have some spells that damage directly, but not nearly as many or as powerful as arcane casters.

Don't memorize any healing spells -- you can cast them spontaneously, as long as you channel positive energy. Healing spells can wait until it looks like someone is going to go down without them, but do other stuff until then. Generally, heal one person with a cure spell and save your channels for times when a lot of the party is wounded.

You're likely wise. Get ranks in Sense Motive. Perhaps you can spot something early (Perception), or negotiate with the others (Diplomacy, Sense Motive), and not get into fights you don't have to. "Winning" may not mean killing the enemy (and risking getting killed in return).


If what you really want to do is play a melee or other combat character who can provide some healing in a pinch, you can always consider playing a druid and carry around some healing potions and a CLW wand to supplement your emergency battle heals.

One of the oldest debates in the game is about the need for combat healing. I have always been of the opinion that combat healing is an action item economy problem. There are times an emergency heal might be needed due to an unfortunate crit, or underestimating an enemy, so it's nice to have the ability when you need it, but in general healing outside of combat is much more effective than healing during combat. And druids, or even witches, can do an excellent job of healing outside of combat.

Liberty's Edge

A decently Charisma focused Paladin with the Hospitaler Archetype can also manage most of the healing a party's gonna need starting at level 2 (and getting really good at level 4).


Have you taken a look at the Oracle? Oracles on their own are already pretty good at healing (if you take Cure Wounds instead of Inflict Wounds) and several mysteries could really suit what you're looking for.

Ancestor/Battle/Metal/Wood all let you play as a battle cleric without needing to dip into other classes. In fact, you can avoid a lot of buffs by choosing your revelations wisely.

Life Oracle is one of the strongest healers in the game, if not the strongest. They gain a lot of abilities that allow them to heal allies automatically and/or through swift actions. That means you don't actually have to spend time healing your friends and can continue doing whatever it is you like to do.

Grand Lodge

One thing I DO like about Clerics is that IF its really REALLY hitting the fan? A decent Channel energy - while not as good as laying the smackdown yourself - can fix multiple members of your party.

I was playing PFS play last month and Channel Energy saved at least 3 party members - 2 of them in a single burst of positive energy - and a plot sensitive NPC.


Helaman wrote:

One thing I DO like about Clerics is that IF its really REALLY hitting the fan? A decent Channel energy - while not as good as laying the smackdown yourself - can fix multiple members of your party.

I was playing PFS play last month and Channel Energy saved at least 3 party members - 2 of them in a single burst of positive energy - and a plot sensitive NPC.

And, it's a Su ability that doesn't provoke.

We found it invaluable.

Sovereign Court

Effective clerics use their spells to overcome challenges (including combat) and use channels and wands of CLW to heal after the fight/trap/danger is over with.

A cleric is only a healer if you want it to be, or if the GM pressures you into being one.

Ultimately, the bard and ranger can have wands of CLW as well and you can get on with useful, fun stuff.

Silver Crusade

If you're going cleric of Sarenrae and want to do some damage, take the Fire domain. You get spells like Burning Hands and Fireball that way. Since Sun domain is probably Sarenrae's worst, that's the one I'd replace.

Also, as mentioned above, Glory domain (Heroism subdomain especially) is quite good. And Healing domain isn't really necessary, as any good cleric will be a decent healer. And dwarves are probably the worst race for this, due to the charisma penalty, and the fact that channeling is charisma based.

Silver Crusade RPG Superstar 2014 Top 16

ChallengeAccepted wrote:

Here's a quick rundown. It's been over a year since we have played, due to the fact that our DM has been over seas in Iraq. He is coming home within the next two weeks, and we have set up a session to quickly dive into. Unfortunately I was kind of forced (but also offered) to play the healing cleric so we didn't run around dying every where.

My question is, how do people generally build clerics that they enjoy playing the game as. My current build in my head (still in my head, since our GM does not allow the rolling of characters outside of Pathfinder sessions).
Dwarven Cleric - Level 1
Diety Sarenae Sun/Heal domains
Level 1 feat: Selective channeling
Alignment - Neutral

My plan with this character is to take a fighter level at level 2, so I am able to buff him into someone that can take a bit more damage (being able to wear heavy armor with a tower shield). With something as the feats going like this
Level 2 bonus fighter feat - Power Attack
Level 3 feat (from here on out i'll be taking back into my cleric levels) - Cleave

I'm hoping this way i'll still be able to have the healing power to keep my allies alive while still being able to tank/deal a little bit of damage and having fun.

What other ways have you been able to have fun and enjoy your campaign while you were stuck (or chose to be) the band aid box of the group

Edit: Forgot the group make up
Barbarian
Fighter
Ranger
Monk
Bard
Wizard
Cavalier
Cleric

The best way to have fun as a cleric and still be able to heal people is to focus on another aspect of being a cleric. In the case I'm about to show you, you focus completely on getting your AC as high as possible.

Defensive build - Cleric/Holy Vindicator/Stalwart Defender

Feel free to skip the text and just look at the leveling table at the bottom if you'd like, but I'll just paste the 11th-level recap here:

"So, let’s do another recap of Gorm’s considerable abilities at level eleven. At the beginning of a battle, Gorm can spend one use of channel energy to gain an insane +6 sacred bonus to his AC using his Vindicator’s shield ability. On the next turn, he can expend another use of channel energy to get an additional +2 deflection bonus to AC using Channeled Shield Wall. Adding all of these bonuses, Gorm’s AC is 36 (10 + 2 Dex + 10 armor + 3 shield + 1 dodge +2 natural armor + 6 sacred + 2 deflection). His average hit point total is now 91 (8d8 + 3d10 + 22 Con + 11 favored class + 11 Toughness). He will move up to the front line of battle, and just stand there, maybe taking a swing at the enemy once in a while. When he chooses to, his average attack roll will be 22 (1d20 + 9 BAB + 2 Str + 1 weapon bonus) on the first attack and 17 on the second, and he’ll deal on average 9 (1d8 + 2 Str + 1d6 cold) damage, though he’ll get an extra 1d10 cold damage for an average of 20 ((1d8 + 2 Str) x 2 + 1d6 cold + 1d10 cold) damage on a critical hit. Still not that impressive damage-wise, but it’s decent for a damage sponge. His fifth-level spells will have a DC of 18 (10 + 5 spell level + 3 Wis) and he can turn into a big hunk of ice for up to 8 rounds a day, gaining DR 5/-"

Silver Crusade

"The best way to have fun as a cleric and still be able to heal people is to focus on another aspect of being a cleric."

Well said, Cartmanbeck.

As mentioned above, you can do Fire domain with Sarenrae to be a pyro blaster - that's what I did with my cleric of Sarenrae.

I also have a second cleric for Pathfinder Society who is a leprechaun wannabe. He's a halfling cleric of "Lady Luck" (Desna) with the Luck domain, whose whole schtick is that he likes to spread the luck around. He's not much of a direct damage guy himself, but he's focused on buffing others.

Again, it's about finding a fun primary role and considering healing your secondary role.


I find the lack of Hedge Witch in this thread disturbing.

Be a human.

Start with Accursed Hex, Extra Hex: Healing, and Misfortune as your hex.

The healing hex give you a free CLW on each of your teammates each day, which in that large party you're going to get a ton of mileage out of.

You'll be able to curse ANYTHING with Misfortune (Not mind-affecting). Accursed hex is important in case you can't beat their will the first time.

At level 4 you can start spontaneously casting cure spells like a Cleric, even if you don't have the spell in your Familiar. So stop learning cure spells and memorizing them, and then you'll always be ready to be a Bandaid, but you get to be a Witch when you don't need to be a Bandaid.

Here's a level breakdown:

1. Accursed Hex, Extra Hex: Healing, Misfortune
2. Cackle
3. Extra Hex: Evil Eye
4. Spontaneous Healing (Hedge Witch)
5. Improved Initiative
6. Fortune
7. Extra Hex: Flight
8. Empathic Healing (Hedge Witch Required)
9. Extra Hex: Slumber
10. Major healing (If you feel you still need it)
11. Split Hex
12. Ice Tomb
13. Improved Familiar
14. Retribution

See this guide to witches for more information.


Best way to get out of being the heal bot? Take a cleric, make it ANY way you'd like, then either 1) give it Brew Potion as a feat or 2) make sure they've got the connections and gold to have lots of scrolls, potions or wands of healing on hand and ready to go. Then...

Build your cleric the rest of the way to do ANY of the other things clerics do best: buff the melee attackers, incinerate undead, cull the wicked and demand their obedience, etc.

My fave cleric recently was a fire/healing former blacksmith/turned cleric. He took the feat Scribe Scroll then put everything else into the power attack feat tree. At 5th level was tanked out with a suit of masterwork plate mail, a +1 shield, and a massive +1 Flaming hammer called the Fist of Righteousness. They came up against some massed goblin rogues; Power Attack, Cleave, high strength, flaming...he was surrounded by charred gobling corpses. Oh, and then he read a couple scrolls of Cure Light Wounds and used a Channel...

Invest in items. There's no shame in it anymore like in previous iterations. If your GM has a low-magic world that's one thing but if not and you've got access to a major temple or city...STOCK UP. Then don't worry about the healing...just the fun stuff!


Well Oracles, Inquisitors, Bards and Druids all can heal almost as well as a cleric. By the time huge heals are needed any one of them could have a wand of healing. They each have nuances that you can explore.

Clerics in 3.5 were incrediably veristile depending on the campaign. If you used the Forgotten Realms pantheon you could make any character and find a way to make a cleric to fit. The PF pantheon is not as populated but it still has quite a bit of diversity. Just about any personality and almost any party role is available you just need to pick what you want and then figure what diety, or spiritual force you want to follow.


First, I say you should play whatever you want and if a cleric doesn't appeal to you then play something else. The other posters have put forward a number of fine options.

Personally, I think clerics are a cool class and you can build one that can play a starring role for the party you have listed.

A few thoughts on your party:

- You have a lot of players. Single monster encounters will tend to be both deadlier and harder to hit. Group buffs will be really effective, both offensive and defensive. As a cleric you'll have great options for that.

- There are a lot of frontline combat PCs. Those characters will often be fighting for a precious few squares to occupy and you'll be better off finding a less crowded place on the battlefield. I would look to either reach or ranged weapons or leave the dealing of hp damage to the other players.

- With so many frontline PCs in one group, channel will be a disproportionately efficient way of healing. It will be that much better if you have some way of keeping your front liners on their feet longer by situationally buffing AC.

I would build a casting-focused cleric with feats to help channel (selective channel + extra channel) that uses Aid Another when you don't have anything better to do.

Talk to your Cavalier about taking the Honor Guard archetype with Order of the Dragon - he can fight alongside the Barbarian and Monk and buff their AC by +4 (more at later levels) against individual attacks by spending AoOs. By coordinating with him to protect melee PCs that have taken more damage than the others you can get the most out of each channel. This frees up actions for you to cast buffs that make those front liners that much more deadly or rain down curses on your enemies (especially since you'll have a high caster stat than a battle cleric and your spells will have a higher save DC).

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