Cleric of Pharasma Advice


Advice


Anyone have ideas for good domains, feats and gear for a Tiefling (Daemon-spawn) Cleric of Pharasma?

I got some insane stats rolled for her, and we have a houserule in place removing the Tiefling's racial stat penalty.

Strength 15
Dexterity 16
Constitution 15
Intelligence 16
Wisdom 18
Charisma 17

So, what I need to know is my selection of feats, traits and domains for the start of the game, and possibly some good builds. I also don't recall if a Good Cleric of Pharasma can channel Negative Energy when she wants, or if she's limited to channeling Positive Energy.

Grand Lodge

Clerics of Pharasma can Channel Negative Energy, but cannot create undead.

You also qualify for the Versatile Channel feat.


a good cleric of any kind is limited to positive energy. and an evil cleric is limited to negative energy.

only a neutral cleric can chose... and once the choice is made they cant change it.

other than that I cant help you. I never play clerics


Oh, I forgot to mention.

Due to having a Dhampir in our party, I probably have to pick Selective Channel as my first feat.

Anyway, anyone know if I can do a Touch Attack specialized Cleric of a Combat Support one with these stats?

I'm also still pretty lost on what feats and domains to pick, especially the latter. None of them seem to be super obvious choices.

Grand Lodge

Your Dhampir ally will love you if you get the Versatile Channel feat.

Which Domains interest you?


Death, Healing, Knowledge, Repose and Water are apparently my options.

Ancestors, Ice, Memory, Resurrection, Souls and Thought are the sub-domains.

For this character, I can see Death, Repose and Water fit in regards to main domains.

Ice, Memory, Souls and Thought are the sub-domains that interest me, but I am not sure of how good they are.

Grand Lodge

What about another Neutral Deity with the Death Domain?

If it fits, of course.


...such as? I wouldn't want my character killed for heresy in Ustalav.

Grand Lodge

Ancestral Spirits and Fandarra are options.

I see absolutely no reason for a witchhunt for worshiping them.


Their themes don't really fit the character, since they both seem to be deities better fit for Kellids than for this girl.

My character is a former Chelish noble from a sort of occult family. I think I'll stick with Pharasma while still needing advice.


For my own human cleric of Pharasma I selected the Healing and Water domain. Not many reasons behind those choices though, the Healing domain was chosen for the Domain slot healing, the Water domain for it's domain power 'icicle'.
Ranged touch attack 1d6 cold damage a bunch of times a day at level one? Yeah!


Actually, I think the Souls Sub-Domain is a perfect fit for a Daemon-spawn. I'll also pick the Ice Sub-Domain for good measure.

So, what kind of actions and spells should she go for in battle, then? That's one of the main things along with feat choices I need help with.


The silence in this room is bothersome.

Time for some minor thread revival, I guess.


It depends on what you want to do. Are you a battle cleric? A support cleric? Caster Cleric? Regardless...use a longspear.


What kind of spells would I pick as a Caster Cleric? It fits the image better than the other two options.


Those stats are screaming for somthing out of the ordinary imo.. Perhaps talk to your gm about esoteric training from inner sea magic and if their ok with that cleric/wizard/MT would be amazing with those stats.. Oracle with 2 levels of Paladin would be great too.. Hell even multiclass 2 levels of pally with cleric would work.. I guess being LG might hurt ur plans though lol.. Bottomline is with a stat array like that playing a base anything would be a waste imo.. Good Luck!


Irrisen Ice Mage/Cleric of Pharasma with Ice sub domain/Mystic Theurge is crazy flavor..


Sorry for the thread necromancy, but what is that feat WerePox mentioned? I didn't find any feat named Esoteric Training in the SRD.


Its not a feat, it requires a 35 fame score with a spellcasting guild and is from the Inner Sea Magic book.. It's purely supplemental and
most GM's would probably be reluctant to offer such a powerful ability imo.. Although it does requires the expenditure of thousands on golds and a firm standing with your guild and can be lost if you loose said firm standing, so you would have to stay deligent.. Well worth it though if u can convence ur gm togo along, esp with a MT..


I wonder if there are any guilds like that in Carrion Crown that my character could drop by to visit in...


Well do you have access to the inner sea magic book or pdf? Because it gives the guidelines for such guilds, no names specifically, so as long as your gm is willing to work with u im sure he could come up with one. your expected to get between 4-6 fame per level, so you should be ard 8-9th level before u have the fame reqs for it.. If he allows it u should deff go wizard/cleric/mystic theurge and take full advantage.. Use magical knack for ur cleric side and have full caster level in each side with full spell progression on your wizard side and only 1 level off in ur cleric side..


I have the PDF, but I'm at work so I can't really check it yet.

Also, I might swap my Int and Cha scores so I'll have 18 Wis and 19 Int in total for the Cleric / Witch multi-class.

That is, assuming I go with it. I usually hear about how bad Mystic Theurge is, not about how useful it could really be.


Well MT can be underwhelming till the teen levels, before u have 8 million spells/day and tends to be a better buffer/support character than anything.. Esoteric Training does away with this and will make u a God among casters if u can talk ur gm into it.. I would go wizard for the extra spell per level in ur specialized school.. Witch's are good because of hexes and there based off of witch level not caster level, so unless u want fortune hex and cackle for party buffs i wouldnt go that way.. Flavor is another reason i suppose..


Due to flavor, I'd rather go Necromancer / Cleric of Pharasma / Mystic Theurge.

If I go down that road, how should I acquire the levels assuming I start as a level 1 Cleric?


I would probably go my first 3 levels in cleric and get myself a ranged weapon.. i would focus on a few party buffs and fire arrows, staying in the back and helping with heals as needed.. Thats just me.. If you have an additional healer in grp goin 3 mage first works as well and i would prob look to do cc.. Alternating is always an option.. Regardless until u hit 9thish level ur gonna be pure support.. If GM allows Esoteric Training u will blossom overnight when ur fame hits 35.. If he doesnt i would prob play a straight cleric lol..


Our party consists of a Sorcerer (Empyreal bloodline) / Zen Archer, a Gunslinger / Inquisitor of Pharasma, and a pure Gunslinger. And yeah, I am not sure if the DM will say "yes" or "no" to Esoteric Training. This will be his first game as DM, and I am not sure if the other players will think of it.


Well with that many ranged it might be better to strap on a shield/chainmail and use a mace of some sort to tank it up..


Don't Gunslingers have d10 for HP?


Selective Channeling
Extra Channel
Additional Traits
Reach Spell
Craft Wonderous items
Outflank* team Work
Skill Focus (BLoodline Skill)
Eldritch Heritage *
Improved Eldritch Heritage*
Greater Eldritch Heritage *
Versatile Channeler

* look at these bloodlines theams to go with domains
Arcane gose well with Knowledge Domain
Destined gose well Repose
Aquatic & Elemental(water) Water Domain
Shadow & Undead go well with Death Domain

If it was me I woud take healing to make you spell better and due the fact that I would duel channel + and -.
Then I would like blood line with domain via Eldritch chian.

Traits
Anatomist [Link]
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 11
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits

Birthmark [Link]
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 12
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. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Necrotic Aura [Link]
Source Faction Guide pg. 62
Requirement(s) Whispering Way
Your exposure to the necromantic arts has strengthened your defenses against its vile rot. You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.

Sacred Conduit [Link]
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 12
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Sacred Touch [Link]
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 12
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Scholar of the Great Beyond [Link]
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 12
Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Desperate Focus [Link]
Source Cheliax, Empire of Devils pg. 19
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Diabolical Dabbler [Link]
Source Cheliax, Empire of Devils pg. 19
Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Lost Nobility [Link]
Source Cheliax, Empire of Devils pg. 19
Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.

Rich Parents [Link]
Source Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 14
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to 900 gp.

Blessing of Darkness [Link]
Source Blood of Fiends pg. 30
Requirement(s) Tiefling
Your innate connection with the powers of darkness serves you well when evil zealots pray on your behalf. Whenever a spellcaster capable of channeling negative energy casts a beneficial spell on you, she acts as if she were one level higher for the purpose of determining that spell’s effects.

Born Damned [Link]
Source Blood of Fiends pg. 30
Requirement(s) Tiefling
The inherent sacrilege that taints your soul sometimes crowds out lesser banes. You gain a +2 trait bonus on saving throws against curses and magical effects that produce curses.

Friendless [Link]
Source Blood of Fiends pg. 30
Requirement(s) Tiefling
You have grown used to looking after yourself without help. You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Motherless [Link]
Source Blood of Fiends pg. 30
Requirement(s) Tiefling
Your birth killed your mother, and you learned, even before words, how to manipulate others into looking after you. You gain a +2 trait bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way.

Prolong Magic [Link]
Source Blood of Fiends pg. 30
Requirement(s) Tiefling
Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat

Dark Archive

Well, considering what you have talked the DM into allowing so far, I doubt he'll say no to much.


WerePox47 wrote:
Well with that many ranged it might be better to strap on a shield/chainmail and use a mace of some sort to tank it up..

I would say just the opposite thing with that much range... All should go range as well. Burst for area effect to mop up up. And get to Range touch Stat+3 power and shot for effect all day.

Hell might want to go getn Varisian Tattoo( Necro or Con)

Varisian Tattoo
Source Inner Sea World Guide pg. 289, Pathfinder Campaign Setting pg. 147, Rise of the Runelords Player's Guide pg. 15
You bear intricate tattoos that inspire and empower your natural magic ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of complex characters from the Thassilonian alphabet.

Prerequisites: Spell Focus.

Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows:

Abjuration (avidais): resistance
Conjuration (idolis): acid splash
Enchantment (carnasia): daze
Evocation (ragario): dancing lights
Illusion (vangloris): ghost sound
Necromancy (voratalo): touch of fatigue
Transmutation (avaria): mage hand

And if you Arcane Blood line route and get familiar the go Adept chennel for 2 more channels per day to help out as well.

Adept Channel
Source Orcs of Golarion pg. 27
Some orc adepts enjoy a greater connection to their gods, and can channel their faith through their unholy symbols. You gain the ability to channel energy as a cleric.

Prerequisites: Ability to cast divine spells, summon familiar class ability, caster level 4th, Cha 13.

Benefit: You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric’s channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level –3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.


cleric of Pharasma treat clairaudience/clairvoyance (3rdlevel),
false life (2nd-level), and moment of prescience (8th-level) as spells on the cleric spell list. As per Gods and Magic

They also have the Spell
Defending Bone
School necromancy; Level Clr 2, Sor/Wiz 2 (Pharasma)
Casting
Casting Time 1 standard action
Components V, S, F (a Medium creature’s skull or femur), DF
Effect
Range personal
Target you
Duration 1 hour/level or until discharged
Saving Throw none; Spell Resistance no
Description
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50
points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.


@Tom S 820

Thanks for all the quoted stuff! I'll just have to see which options to drop and which ones to keep from that list.

I'm still considering either pure Cleric (Divine Scion as a possible Prestige Class) or Mystic Theurge as a Cleric / Necromancer.

Victor Zajic wrote:
Well, considering what you have talked the DM into allowing so far, I doubt he'll say no to much.

What exactly are you implying here?

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