First Cleric Advice


Advice

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I need to quickly build a cleric for tomorrow night's Society game (6/1/2012) and your help is greatly needed. I've never built or played a cleric before, so please nothing too complicated. Also, how do I play a cleric?

I've started working on the character but nothing is set in stone. Here's the stat block.

===================================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +0; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8)
Fort +2, Ref +0, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Touch of Good (4/day)
Cleric Spells Known (CL 1, 0 melee touch, 0 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats
Skills
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Good, Cleric Domain: Sun, Spontaneous Casting

--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to her deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (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: Good Granted Powers: You have pledged your life and soul to goodness and purity.
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.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
Touch of Good (4/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.


There are many ways to play a cleric. "Battle cleric", "healbot", "wise old sage", "impetuous crusader", "eloquent evangelist", "god-touched lunatic".....

Who's your deity, Sarenrae? She's not averse to laying the smack down on evil-doers. Look her up in the Wiki. That might suggest something.

Playing the class is easy. You can get decent armor and weapons so you can contribute in combat even without using spells.

Since you picked human you get an extra feat. Especially at first level selective channeling can be very helpful if your Charisma is good.

Holy symbol. Bring a spare just in case.

Vaclav is no power build, but he's been pretty workable. And fun to play.


Your stats seem a trifle low. I'd recommend a 14 Con and 15 Wis, to start. If you're interested in healing, more charisma, if you're interested in combat, more strength, and if you're focused on spellcasting, Wis 16 is worth while. I wouldn't go higher, it weakens your other abilities too much.

Whatever you do, don't just sit there and wait for people to be hurt. Prevent them from getting hurt.

Honestly, if you go with Bless, Shield of Faith, and Light as your spells, you'll do ok. Channel Energy first, use precious spells last.


rkraus2 recommends good spells. Guidance is a useful orison, that can be used to aid almost any action. It provides a small bonus but can be used continually.

I'd say channeling is wasted if you're not healing at least two people with it. When there's only one injured PC to heal I almost always go to spells rather than channels. It is situational though.

Scarab Sages

Extra channel with a 14 wis is how i did mine. She had the animal and community domains, and tends to threaten areas with a long spear. Guidance is a must (over resistance), virtue is good to slap on the mage, and bless/shield of faith/calm animals are some of my favs. Divine favor is also good for when you need to step in and fight.

Also, if its PFS, maybe spend 25 gp on a scroll or 2 of bless.

I picked that character to heal and buff, with 18 wis I can make perception checks fairly well also. Low STR and DEX (12s) are kind of hampering - I would rather have a 17 wis and a 14 str in hindsight.

Scarab Sages

Also, selective channel is a big time must!


I don't usually play clerics, but I'll throw in my two cents. As a cleric you'll be expected to heal, but don't make that your primary role. It's best to heal everyone up outside of combat if you can so you can focus on beating on the bad guys in combat so it'll end quicker. Personally, I prefer the battle cleric, which means putting a good score in strength and picking up some melee-focused feats like Power Attack and Weapon Focus. You can also go the full-caster route, which means pumping up wisdom to maximize save DCs.

PFS is 20 point point-buy, right? I'd go with something like 16/12/14/10/14/13 for a battle cleric (including +2 strength from being human). If you don't care too much about skill points you could dump intelligence to free up more points. I'm not sure what to do for a full-caster build, perhaps 7/12/12/8/20/14?


Cyxodus wrote:

I need to quickly build a cleric for tomorrow night's Society game (6/1/2012) and your help is greatly needed. I've never built or played a cleric before, so please nothing too complicated. Also, how do I play a cleric?

Well you can go for an armored healer. Start with medium armor, then buy full plate when you can.. picking up proficiency by 3rd level.

How about:

Human LG cleric of Sarenrae
Domains: Healing(Restoration ), Fire

STR 08
INT 07
WIS 19
DEX 13
CON 14
CHA 14

Traits: +2 concentration checks (many different ones give it, pick), Ambassador (+2 diplomacy)
Feats: Combat Casting, Selective Channeling
Skills: Diplomacy, Sense Motive
Favored Class: +hps

Future Feats: Heavy Armor Proficiency, Quick Channeling

-James


Here's what I've come up with so far. What do you all think?

==========================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 11 (1d8+2)
Fort +4, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Scimitar +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Rebuke Death (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 8, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting, Selective Channeling
Skills Diplomacy +5, Sense Motive +7
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Healing, Cleric Domain: Sun, Spontaneous Casting
Combat Gear Scale Mail, Scimitar;
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (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: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.

Liberty's Edge

You play a cleric by casting buff spells on the party and wading into combat until your services are called upon to either patch somebody up or to give the fighter another saving throw against charm/compulsion with Protection from Evil.

I recommend Dwarf. Dwarves make amazing clerics, and your saves will be through the roof - although any race makes a good cleric.

If Dwarf...

Str 16 (10)
Dex 12 (2)
Con 12+2 (2)
Int 7 (-4)
Wis 14+2 (5)
Cha 14-2 (5)

First level feat: Heavy Armor Proficiency.
Good traits: Glory of Old, Exalted of the Society

Use your PA to acquire wands. The first wand you buy with 2 PA should be Cure Light Wounds. The second should be Bless. Both of these will be useful your entire career. A wand of Comprehend Languages means you never have to worry about languages.

I've played a cleric with a maxed-out wisdom before in PFS, and while I love him and he's a hoot to play, I wish I would have given him some more strength. For levels 1-8, you will be MUCH more effective if you've got a decent strength score. Whatever the case, you do NOT want to dump strength. Dumping strength means you having nothing to do the majority of battles in your early career. At and past level 9, it becomes less important; but PFS only goes 1-12. I'd put every point into wisdom as you level up, though, to get more spells later on.

My basic cleric rules-of-thumb are...

1) Have something you can do every round. This means preparing good buff spells and having a decent strength score, or a dex score if you want to try archery, because you will NOT have enough spells to do something each round.
2) Be immune to everything. You are the party's life blood. This means high AC, and high saves. Dwarf accomplishes this magnificently, with no movement speed penalty from encumbrance and +2 to saves vs. spells, SLA, and poison. With the trait Glory of Old and the feat Steel Soul, you get a +5 bonus to saves against spells. Guess who will never, ever be dominated? YOU.
3) At later levels, have a plan to be able to pull the party out of a bind. This is easier to accomplish as a wizard, but this is why I love spells like Dimension Door and Wall of Stone. If you take the Plant domain, Wall of Thorns does amazing things to a battlefield.

If you're always useful (good spells prepared, decent strength score), are immune to everything (good AC, and good saves), and can save the party from many different situations, then the party cannot be wiped because you cannot be killed, and while you're around the party is always safe.

Liberty's Edge

Looking at the build you posted, I think that looks great. You've also prepared Protection From Evil, which is an underappreciated spell in a lot of circles. Which, incidentally, makes another great wand. PFS is not hard, and clerics are really hard to mess up.

I might recommend another casting of Bless instead of Shield of Faith, though.

Oh, and more good stuff to spend 2 PA on are 4th-level scrolls. Having a couple of scrolls of Freedom of Movement and Death Ward can be lifesavers.


@Axebeard,,,Thanks.

I forgot to equip the scale mail in Hero Lab, so that brings my AC up by +5 and I bought a shield, so that adds +2 also. AC is now 18.


Why would I need two bless? How does that work?

Dark Archive

This is for PFS? You might feel a bit crippled with a low intellect. PFS tends to have quite a few skills that can help with scenarios.

You don't need a high wisdom to be a cleric, not really. I would also suggest not the healing domain; rebuke death is kind of rubbish and the domain spells are probably the worst ever for a positive energy cleric. Glory, on the other hand, is surprisingly good.

Axebeard has some good advice on wands, but I wouldn't overdo it. You don't need a wand of comprehend languages; at most just have a few scrolls of it on hand. Eventually you'll easily be able to use one of your slots to have it always available.

With a heavy shield, just keep in mind that you will not be able to cast while wielding both your weapon and shield; there are ways around this (weapon cord, casting and then drawing weapon, etc.) but you should keep the limitation in mind.

I would personally lower the wisdom a tick to increase your intellect. I also don't take much stock by Selective Channelling, especially for a build with such a low charisma. Channelling is great if you build specifically for it, but you haven't; at most you will be able to remove one enemy from your healing burst, and that means you're going to be waking up fallen enemies accidentally.

Combat Casting plus your weapon and shield set-up doesn't make much sense to me. You can only cast with your weapon sheathed, but you have a feat specifically so you can cast in the thick of melee.

So I think what you need to do is organize yourself a bit. Do you want to focus on channelling? Do you want to fight in melee, or cast in melee? Are you a battle cleric, or a casty cleric? Why do you have those domains? These are all really tough questions, so don't worry if you don't have an answer to them all. And of course, if you want to make a generalist cleric, that option is open to you as well. Just try to get rid of some of the inconsistencies.


Opps! This is for PFS.

Dark Archive

Well I figured as much when you said it was a Society game.

What do you want your cleric to focus on? Is he a spellcaster? Does he buff the party first and foremost, or does he assault the enemy? Is he a melee character: someone who makes use of his scimitar (or other favoured weapon if you change your mind on god)?

Clerics have a lot of room for error, but the trick to building any good character is knowing what you want to begin with.


My first 4 characters were clerics. I tried a few different styles, but I found the tank to be the most beneficial to the group, and it allowed me to RP with a lot of freedom as well. I suggest: stats: Wis, Con, Str, Cha, Dex, Int (in decreasing order of priority)
Race: human or dwarf, but any race can be done.
Feats: Extra channel, Toughness, Heavy armour proficiency.
Extra Channel is a must-have. It's one feat that allows you to pretend your CHA is four higher. (anything that makes you a harder wall and a better hospital)
In combat: try to get in the middle of the fray and soak up attacks. You'll always be in range of your own channel, so there's no reason you shouldn't take at least some damage each fight. That's one less hit the glass cannon or squishy caster gets.
Spells: buff spells. They pretty much fill your spell list at first level, and they are better than offense spells because; they provide an equal effect, but don't require a save. I like shield of faith, personally.
About channel energy: You don't need high DC's here, unless you're fighting a LOT of undead. Instead, take the extra channel feat and dump Cha for another stat.
About skills: you have very few, so choose wisely. I like: heal, diplomacy, and sense motive if I can afford it.
About domains: make sure that you choose something that compliments your choices so far. This can be a powerful class feature, or a complete waste depending on what you take. If you're going for mega-shield, I suggest: community, luck nobility, or trickery

Hope this helps. It seems like you're on the right path anyways.

Dark Archive

The travel domain benefits anyone who wants to be in the fray most of all. It's a shame no class gets that domain and a proper weapon; the best available is the trident.

RPG Superstar 2012 Top 32

Bless + Moment of Greatness might be a good combo, especially if you have a barbarian and/or bard in the party.

Cause Fear can give you some breathing room in a tough fight, but it relies on a failed Will save. Too many cleric spells have no effect on a successful save.

:-(

Diplomacy is a really useful skill, as is Spellcraft. Dabble in some Knowledge skills too if you can. And Percpetion is always a handy skill, even if it is cross-class. A half-elf with Skill Focus Perception, keen senses, and its +2 racial bonus ability score put into Wisdom gives you a +6 to Perception before spending any points or skill ranks. Or put the Skill Focus in Diplomacy and have a silver tongue.

I just thought of this, so I haven't tried it, but maybe take Improved Shield Bash http://www.d20pfsrd.com/feats/combat-feats/improved-shield-bash-combat---fi nal

Your "weapon" hand will often be filled with a holy symbol, spell component, wand, metamagic rod, or staff. With Improved Shield Bash, you can still put the hurt on and still benefit from a shield's AC bonus. It's almost like getting a 3rd hand. And it is a lot cheaper to give a shield and armor 2 lower bonuses than 1 suit of armor 1 larger bonus to AC. And you can use magic weapon on your shield spike if you NEED a magic weapon.

Dark Archive

SmiloDan wrote:

Bless + Moment of Greatness might be a good combo, especially if you have a barbarian and/or bard in the party.

Cause Fear can give you some breathing room in a tough fight, but it relies on a failed Will save. Too many cleric spells have no effect on a successful save.

:-(

Diplomacy is a really useful skill, as is Spellcraft. Dabble in some Knowledge skills too if you can. And Percpetion is always a handy skill, even if it is cross-class. A half-elf with Skill Focus Perception, keen senses, and its +2 racial bonus ability score put into Wisdom gives you a +6 to Perception before spending any points or skill ranks. Or put the Skill Focus in Diplomacy and have a silver tongue.

I just thought of this, so I haven't tried it, but maybe take Improved Shield Bash http://www.d20pfsrd.com/feats/combat-feats/improved-shield-bash-combat---fi nal

Your "weapon" hand will often be filled with a holy symbol, spell component, wand, metamagic rod, or staff. With Improved Shield Bash, you can still put the hurt on and still benefit from a shield's AC bonus. It's almost like getting a 3rd hand. And it is a lot cheaper to give a shield and armor 2 lower bonuses than 1 suit of armor 1 larger bonus to AC. And you can use magic weapon on your shield spike if you NEED a magic weapon.

A few things:

First, cause fear actually does have an effect on a failed save: the target becomes shaken, which is a good debuff in and of itself. The problem with the spell is it stops working on enemies very quickly.

Secondly, while I think the shield bash idea has merit, the holy symbol doesn't need to be held in hand. Moreover, a cleric is probably benefited more with a buckler and weapon than with a heavy shield; my favourite compromise of course is the cestus. You can cast with it, you can hold other items or weapons, you can use a heavy shield with no issue, and it's a 19-20 crit range weapon.


Mergy wrote:
What do you want your cleric to focus on? Is he a spellcaster? Does he buff the party first and foremost, or does he assault the enemy? Is he a melee character: someone who makes use of his scimitar (or other favoured weapon if you change your mind on god)?

I don't know enough about clerics to know what style to play. Maybe a mix of fighter and healer. Don't know.

Thanks everyone for your help. Please keep the suggestions coming.

RPG Superstar 2012 Top 32

Mergy wrote:
SmiloDan wrote:

Bless + Moment of Greatness might be a good combo, especially if you have a barbarian and/or bard in the party.

Cause Fear can give you some breathing room in a tough fight, but it relies on a failed Will save. Too many cleric spells have no effect on a successful save.

:-(

Diplomacy is a really useful skill, as is Spellcraft. Dabble in some Knowledge skills too if you can. And Percpetion is always a handy skill, even if it is cross-class. A half-elf with Skill Focus Perception, keen senses, and its +2 racial bonus ability score put into Wisdom gives you a +6 to Perception before spending any points or skill ranks. Or put the Skill Focus in Diplomacy and have a silver tongue.

I just thought of this, so I haven't tried it, but maybe take Improved Shield Bash http://www.d20pfsrd.com/feats/combat-feats/improved-shield-bash-combat---fi nal

Your "weapon" hand will often be filled with a holy symbol, spell component, wand, metamagic rod, or staff. With Improved Shield Bash, you can still put the hurt on and still benefit from a shield's AC bonus. It's almost like getting a 3rd hand. And it is a lot cheaper to give a shield and armor 2 lower bonuses than 1 suit of armor 1 larger bonus to AC. And you can use magic weapon on your shield spike if you NEED a magic weapon.

A few things:

First, cause fear actually does have an effect on a failed save: the target becomes shaken, which is a good debuff in and of itself. The problem with the spell is it stops working on enemies very quickly.

Secondly, while I think the shield bash idea has merit, the holy symbol doesn't need to be held in hand. Moreover, a cleric is probably benefited more with a buckler and weapon than with a heavy shield; my favourite compromise of course is the cestus. You can cast with it, you can hold other items or weapons, you can use a heavy shield with no issue, and it's a 19-20...

Yeah, cause fear is one of the better 1st level cleric spells because it does have a partial effect on a successful save. It's the rest of the spells that are meh.

Does an intensified cause fear affect targets with 10 HD?

If not, I think there needs to be a new metamagic feat that does something like that. Something that increases the HD limit of the spell's targets. It would be really good for sleep and deep slumber too.

Sorry for the threadjack.


It might help to start by choosing a personality and background for your character. What are his goals and ambitions? What does he think of things like: violence, wealth, the undead, freedom/slavery, the legal system? Once you have that, decide on how that kind of character would behave in a fight. Would he try to stop the fighting using diplomacy, would he protect his friends to make sure no one is seriously hurt? would he try to destroy his opponents with righteous fury? Would he stay out of the fight entirely? From here, I suggest picking a fighting style that fits, and domains that support that, then a deity that possesses both of the domains you chose.


Here's what I've got so far.

===================================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex)
hp 14 (1d8+5)
Fort +4, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Scimitar +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Special Attacks Agile Feet (6/day), Sun's Blessing
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Extra Channel, Toughness +3
Traits Deft Dodger, Gifted Adept: Guidance
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Heal +7, Knowledge (Religion) +4, Ride -3, Spellcraft +4, Stealth -3, Swim -2
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su), Cleric Domain: Sun, Cleric Domain: Travel, Earplugs, Spontaneous Casting
Combat Gear Bullets, Sling (20), Scale Mail, Scimitar, Sling; Other Gear Backpack (13 @ 7 lbs), Chalk, 1 piece, Earplugs, Flint and steel, Paper (sheet) (4), Rations, trail (per day) (7)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (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: 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.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Gifted Adept: Guidance A chosen spell gets +1 CL.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.

Dark Archive

You can't just take the travel domain without having a god who has it. Cayden Cailean would give you that domain as well as the rapier. That would remove the sun domain, of course.


Unless you take the separatist archetype.

Also, how is he using a scimitar?


See I told you I don't know what I'm doing.

I guess I want to play a healer that's an alt tank. Any suggestions?


Also, how does a cleric use a holy symbol?


You have to be holding a holy symbol, but you can get a weapon or shield which acts as one.

Dark Archive

Healing is the thing you do after the battle. What I would recommend is playing someone who reduces damage done to his allies.

You can do this with domains like luck and protection, and spells like protection from evil, shield other, and resist energy.

For you I would recommend Shelyn. She gives the luck and protection domains, and her holy weapon is the glaive, which means you can participate in melee without being right next to your enemies.

By taking Heavy Armour Proficiency, you could be wearing full plate and assisting with aid another in melee; you could also help prevent damage to your allies with spells, and then patch them up after with channelling.

A cleric uses a holy symbol by having it out. Say it's around your neck: the rules require that the cleric presents his holy symbol to channel, but there are no specific rules as to what that means. As long as your holy symbol is not in your backpack or under your cloak, you should be fine.

Saint Caleth wrote:
You have to be holding a holy symbol, but you can get a weapon or shield which acts as one.

I don't think this is strictly true. The text reads as follows:

Quote:
A cleric must be able to present her holy symbol to use this ability.

That's it. Nothing said about having to hold it.


from the SRD

d20pfsrd.com wrote:
If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval).

I can't help you with the scimitar though, I suggest taking a simple weapon.

The holy symbol use is, I think intentionally, vague. It's generally worn around the neck and held with a free hand while channeling. I try to think of it like a spell components pouch, you never really need to think about it unless it's stolen. Other than the scimitar, and possibly the sun domain, I really like your build above, and I think she'll do an excellent job!


You should pick different traits...

Birthmark, solves the holy symbol problem:
This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Threatening Defender, would help if you intend to take Combat Expertise:
When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1. (Not sure if this one is allowed in PFS...)

Focused Mind, stacks with combat casting if you intend to be on the front line:
You gain a +2 trait bonus on concentration checks.

Two-World Magic, can be nice if you really want a specific cantrip from another class (for example "Message" or some ranged touch attack from the wizard spell list):
Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

Dark Archive

Threatening Defender is allowed, but do you really want to make the cleric need more stats by having him take Combat Expertise?


@ Mergy & Kyoni....I've changed my character based on your suggestions.

==============================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 11 (1d8+2)
Fort +5, Ref +2, Will +6
Resist Resistant Touch (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Glaive +2 (1d10+3/20/x3) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Martial Weapon Proficiency: Glaive
Traits Birthmark, Reactionary
Skills Acrobatics -5, Climb -4, Escape Artist -5, Fly -5, Heal +7, Knowledge (Religion) +4, Ride -5, Spellcraft +4, Stealth -5, Swim -4
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Luck, Cleric Domain: Protection, Earplugs, Spontaneous Casting
Combat Gear Banded Mail, Bullets, Sling (20), Glaive, Sling; Other Gear Backpack (13 @ 7 lbs), Chalk, 1 piece, Earplugs, Flint and steel, Paper (sheet) (4), Rations, trail (per day) (7), Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (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: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


@Mergy...So how would you player this character in a fight?


I don't know what Cyxodus has in mind with that cleric... bashing? casting? defense & standing in the heat of it?
And he could get Combat Expertise without needing the int from a level dip in that fighter archetype...

Dark Archive

You don't need to take Martial Weapon Proficiency; clerics automatically get proficiency with their deity's favoured weapon.

Kyoni: That's a two level dip, and it's not really acceptable for a full level caster to be a spell level behind.

I would take as your feats Heavy Armour Proficiency and Improved Initiative, and I would put him right into melee. Start off combat with something like bless, and then either use Bit of Luck on a hard-hitting ally, or try to flank and Aid Another; there will also be times when you are in fact the toughest melee character out there, and in that case, prepare things like divine favour instead and go into melee swinging your glaive.

Starting from level three I would use spells like shield other to prevent damage on the guy taking the most hits; the excellent part about clerics is preparing from the entire cleric list, and still having healing available by sacrificing a spell.

Kyoni: Deft Dodger is not bad at all for clerics. Reflex is their one weak save, and while Reactionary is likely better, I wouldn't call Deft Dodger awful.


Mergy wrote:
You don't need to take Martial Weapon Proficiency; clerics automatically get proficiency with their deity's favoured weapon.

Hero Lab was screwing things up and I thought that was the only way to get it. I figured out how to add it permanently to the character.


Here's the revised stat block.

=====================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +7; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 11 (1d8+2)
Fort +5, Ref +2, Will +6
Resist Resistant Touch (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Glaive +2 (1d10+3/20/x3) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Divine Favor (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative
Traits Birthmark, Reactionary
Skills Acrobatics -5, Climb -4, Escape Artist -5, Fly -5, Heal +7, Knowledge (Religion) +4, Ride -5, Spellcraft +4, Stealth -5, Swim -4
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Luck, Cleric Domain: Protection, Earplugs, Spontaneous Casting
Combat Gear Banded Mail, Bullets, Sling (20), Glaive, Sling; Other Gear Backpack (13 @ 7 lbs), Chalk, 1 piece, Earplugs, Flint and steel, Paper (sheet) (4), Rations, trail (per day) (7), Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (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: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


Being I selected Birthmark, does that mean the character can now wield a shield?


Cyxodus wrote:
Being I selected Birthmark, does that mean the character can now wield a shield?

Yep!

Birthmark

You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Dark Archive

If you're using a shield, you can't use a two-handed weapon; morningstar would be my pick if you want to use a shield.

If you want to cast spells while using a heavy shield, go with a cestus.


Cyxodus, Glaive is a two-handed weapon thus a shield isnt the best option there.

A suggestion regarding the Protection domain: assuming PFS allows this take the Defense subdomain. You wont be sorry.
Rationale: Since you are taking a two-handed weapon you will benefit greatly from the shield spell that the Defense subdomain grants you. Additionally, Barkskin rocks.

- Gauss


I didn't catch the glaive part and thought he was using a different 1h weapon, my bad for not reading more closely.


Thanks everyone and I'm liking this character. I'll try her tonight...if weather permits.


Cyxodus, I saw your improved intitiative feat..but what is your second feat?

- Gauss

Dark Archive

Gauss wrote:

Cyxodus, Glaive is a two-handed weapon thus a shield isnt the best option there.

A suggestion regarding the Protection domain: assuming PFS allows this take the Defense subdomain. You wont be sorry.
Rationale: Since you are taking a two-handed weapon you will benefit greatly from the shield spell that the Defense subdomain grants you. Additionally, Barkskin rocks.

- Gauss

I didn't suggest this only because subdomains is added complexity. The Defense subdomain is strictly superior, however.


@Gauss...Heavy Armor Proficiency.


Mergy, when Cyxodus wasn't considering a 2-handed weapon I wouldn't have suggested it either. However, the cleric in the campaign I GM also wields a 2handed reach weapon. The Defense subdomain spells have made the difference between her getting hit or not.

- Gauss

Dark Archive

Cyxodus, did you play a pregen in your first PFS game? I ask only because your gear is worth more than 150 gp and you have a wand of cure light wounds. It would also explain how close your initial build was to Kyra.

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