PFS Support Cleric Build - Thoughts / Suggestions?


Advice

Silver Crusade

Here is the statblock

Cleric:
Sharil
Female Aasimar Cleric 1
CG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +7
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -5 (1d4-1/x2) and
. . Morningstar -1 (1d8-1/x2)
Spell-Like Abilities Bit of Luck (7/day), Daylight (1/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Remove Fear, Bless
0 (at will) Guidance, Light, Detect Magic
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 14, Int 7, Wis 19, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Selective Channeling
Traits Indomitable Faith, Reactionary
Skills Acrobatics -6 (-10 jump), Climb -8, Diplomacy +9, Escape Artist -6, Fly -6, Perception +6, Ride -6, Stealth -6, Swim -8
Languages Celestial, Common
SQ aura, cleric channel positive energy 1d6 (6/day) (dc 13), domains (liberation, luck), liberation (1 rounds/day), spontaneous casting
Combat Gear Scroll of Bless, Scroll of Magic Weapon; Other Gear Four-mirror armor, Heavy steel shield, Morningstar, Backpack (empty), Bedroll, Chalk (10), Desna, Torch (10), Trail rations (5), 21 GP, 2 SP
--------------------
TRACKED RESOURCES
--------------------
Bit of Luck (7/day) (Sp) - 0/7
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) - 0/6
Daylight (1/day) (Sp) - 0/1
Liberation (1 rounds/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

I am tossing around the idea of instead of going Luck Domain, going Fate Domain instead.

The main difference is that at 8th level, Luck Domain gives you re-rolls, while Fate Domain instead allows you to force the enemy to re-roll.

Obviously Luck is great for the occasional failed saves, but Fate would be good to negate enemy crits, which can be devastating.

RPG Superstar 2013 Top 32

Why do you have your WIS cranked up so high? None of the spells you have listed require saves, so Wisdom that high is mostly useless. And your Will saves are high enough, you probably don't need to spend a trait raising them even more. You'd be better served if you cut down on Wisdom, and raised your Strength, Dexterity, and/or Intelligence, and then used that trait to shore up your Reflex saves.


You're asking about PFS, but you have a character build with 7 INT. Good luck.

I'm with RDN. Drop WIS down slightly and shore up your other stats. You could go down to 17, which recoups 5 points, and bring your STR up to a passable 12 while maybe considering a bump up on CON, or drop WIS to 16 (again, still good) and get your INT back up, as well. Currently, you're within inches of a heavy load (the armor and shield alone put you to a medium load) and you have no ranged capabilities to speak of and you look like a healbot only.

If you spend all of your FCB on skills, you get a whopping 2 per level, which is not sufficient for most scenarios.

Silver Crusade

I have the Wisdom so high because it determines how many extra spells I get per day and how many uses of Bit of Luck I get.

Cleric:
Sharil
Female Aasimar Cleric 1
CG Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -5 (1d4-1/x2) and
. . Morningstar -1 (1d8-1/x2)
Spell-Like Abilities Bit of Luck (7/day), Daylight (1/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Remove Fear, Bless
0 (at will) Guidance, Light, Detect Magic
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 7, Wis 18, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats Selective Channeling
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics -5 (-9 jump), Climb -8, Diplomacy +9, Escape Artist -5, Fly -5, Perception +6, Ride -5, Stealth -5, Swim -8
Languages Celestial, Common
SQ aura, cleric channel positive energy 1d6 (6/day) (dc 13), domains (liberation, luck), liberation (1 rounds/day), spontaneous casting
Combat Gear Scroll of Bless, Scroll of Magic Weapon; Other Gear Four-mirror armor, Heavy steel shield, Morningstar, Backpack (empty), Bedroll, Chalk (10), Desna, Torch (10), Trail rations (5), 21 GP, 2 SP
--------------------
TRACKED RESOURCES
--------------------
Bit of Luck (7/day) (Sp) - 0/7
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) - 0/6
Daylight (1/day) (Sp) - 0/1
Liberation (1 rounds/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

I took a point out of wisdom and raised my Dex to 14 and shuffled the traits around so that I still get the +2 Init but have the Reflex trait.

Silver Crusade

Serisan wrote:

You're asking about PFS, but you have a character build with 7 INT. Good luck.

I'm with RDN. Drop WIS down slightly and shore up your other stats. You could go down to 17, which recoups 5 points, and bring your STR up to a passable 12 while maybe considering a bump up on CON, or drop WIS to 16 (again, still good) and get your INT back up, as well. Currently, you're within inches of a heavy load (the armor and shield alone put you to a medium load) and you have no ranged capabilities to speak of and you look like a healbot only.

If you spend all of your FCB on skills, you get a whopping 2 per level, which is not sufficient for most scenarios.

INT is really the only good dump stat that a cleric has.

As for strength, I'm looking for this to be more of a caster than a melee build. Dropping Wisdom to 17 loses me a casting of Bit of Luck each day, and that really hurts.

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Elamdri wrote:
Dropping Wisdom to 17 loses me a casting of Bit of Luck each day, and that really hurts.

No, it really doesn't hurt. Been there, done that, the difference between 6 and 7 times per day on Bit of Luck is not worth a quarter of your build points.


If there's one thing that PFS has taught me, it's that "no stat above 16" is a pretty reasonable guideline in character creation. That rule assumes that you're getting your 16s from a pre-racial 14, as well. A 17 is the absolute highest I would ever go on a stat now in the 20 point world.

Silver Crusade

My pre-racial stats were 14/14/13/13/12/12 and I'm doing great.


Evangelist Cleric with Luck Domain can't be beat for support

Liberty's Edge

Thomas, the Tiefling Hero! wrote:
My pre-racial stats were 14/14/13/13/12/12 and I'm doing great.

My pre-racial stats were 15/14/12/12/12/12. Haven't had the chance to play much since I was re-built, but so far, it seems to work for me.

Silver Crusade

I don't know if I'd go so far as "no stat above 16", but clerics need so many stats that it actually seems like this guideline works for this class.

For my support/luck cleric build, I started with 16 wis and 16 cha, dumped strength, and put the rest of my stats at 12 or 14. I went halfling just for the favored class bonus (and RP reasons). Every two levels, he'll get an additional use per day of Bit of Luck. That adds up nicely.


The question i have is are you really going to role play someone with a 7 INT? A 7 INT would mean your character would be mildly retarded. I don't mean to offend anyone but i don't know any other way to say it. If i offended anyone I'm sorry.

Grand Lodge RPG Superstar 2012 Top 32

strydr316 wrote:
The question i have is are you really going to role play someone with a 7 INT? A 7 INT would mean your character would be mildly retarded. I don't mean to offend anyone but i don't know any other way to say it. If i offended anyone I'm sorry.

Well, you are using the word for its actual meaning, so hopefully no offense will be taken.

But getting back to the game, 7 INT isn't quite as bad as you think (at least, not in Pathfinder). Joe Farmer's stats aren't 11/11/11/10/10/10 like they were in Certain Other Games. They're 13/12/11/10/9/8 (pre-racial).

This means that fully one-third of the entire human population of Golarion has a single-digit INT. (And an INT of 7 is lower only by the smallest observable degree.) That's a far cry from being a handicap.

For comparison, consider dwarves and their -2 CHA adjustment: while one-third have single-digit INT, two-thirds have single-digit CHA, and the Core Rules describe the race as "a bit gruff".

Keep that in mind when deciding what you think a 7 in a stat means.

RPG Superstar 2013 Top 32

My Aasimar support cleric started with 12/12/12/12/17/16, but by level 5, he was up to 20 WIS. And I've only even gotten close to using up all of his domain powers once or twice.


a 7 is -2. Thats -2 to your skills per level and -2 to all knowages skills.

Silver Crusade

1 person marked this as a favorite.
Fromper wrote:
For my support/luck cleric build, I started with 16 wis and 16 cha, dumped strength, and put the rest of my stats at 12 or 14. I went halfling just for the favored class bonus (and RP reasons). Every two levels, he'll get an additional use per day of Bit of Luck. That adds up nicely.

You've hit on an important point about building clerics (and probably other potentially MAD builds, like monks or eldritch knights).

Instead of seeing that "more WIS = more Bit of Luck" and ramping it up, you took a more moderate WIS and found an alternative way to accomplish what you wanted (using your FCB).

Lots of people don't go past "I need [stat] for [function]". They don't think, "You know, what I'm really wanting from [stat], I could probably get elsewhere/don't need".

For instance, I wanted to be decent in melee. I could have bought a 16 STR (18 after race) like people usually suggest, but you know what? At low levels where things have 13 AC and 7 HP, dealing 1d8+3 instead of 1d8+4 is just fine. Later on, I'll have nice buffs like bull's strength, and eventually heroism (mind your domain choices!) and divine favor, along with magic items. So maybe I only need to spend half the points on my STR that the 18 would've cost me.

I also wanted to have decent Diplomacy and be able to channel against undead effectively, but I'm dealing with a -2 CHA from race. Do I sink a bunch of points into it? No, I look at my other options: a feat gets me Extra Channel, and my domains give me +2 to the DC, disallow Channel Resistance, and add my level to damage against undead and to social skills a few times per day. Ta-da! Technically have 10 CHA, but functioning like I've got somewhere between 14-20 CHA, and getting better as I go.

There are always multiple avenues to your goal. Thinking you have to max the associated stats (or that the inability to do so makes your build "not viable") is a mental trap.

Silver Crusade

Ok, did some tinkering.

Cleric:
Sharil
Female Aasimar Cleric 1
CG Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Morningstar +2 (1d8+2/x2)
Spell-Like Abilities Bit of Luck (6/day), Daylight (1/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Remove Fear, Bless
0 (at will) Guidance, Light, Detect Magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 7, Wis 16, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Selective Channeling
Traits Adopted, Deft Dodger, Warrior of Old
Skills Acrobatics -5 (-9 jump), Climb -5, Diplomacy +9, Escape Artist -5, Fly -5, Perception +5, Ride -5, Stealth -5, Swim -5
Languages Celestial, Common
SQ aura, cleric channel positive energy 1d6 (6/day) (dc 13), domains (liberation, luck), liberation (1 rounds/day), spontaneous casting
Combat Gear Scroll of Bless, Scroll of Magic Weapon; Other Gear Four-mirror armor, Heavy steel shield, Morningstar, Backpack (empty), Bedroll, Chalk (10), Desna, Torch (10), Trail rations (5), 21 GP, 2 SP
--------------------
TRACKED RESOURCES
--------------------
Bit of Luck (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) - 0/6
Daylight (1/day) (Sp) - 0/1
Liberation (1 rounds/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

I changed the stats to 15/14/12/7/16/16

I'm not sure if I should swap the favored class bonus to skill points instead of hit points. It's not really my intent to make this character a skill monkey, but I will admit that I would like at least 2 skill points. However, I would have to bring my intelligence all the way up to a 10 in order to get a skill point normally, and I just don't have the point buy to do that.

Silver Crusade

strydr316 wrote:
a 7 is -2. Thats -2 to your skills per level and -2 to all knowages skills.

it actually only works out to a -1 to your skills per level, because Clerics only get 2 + INT in skills and you can't be dropped lower than 1 skill point per level.


That's true but still at level 20 that leaves you with 20 skill points or 40 if you take that skill at every level.

If this Cleric is for a one shot or a short series then dump away :)

Sovereign Court

strydr316 wrote:

That's true but still at level 20 that leaves you with 20 skill points or 40 if you take that skill at every level.

If this Cleric is for a one shot or a short series then dump away :)

He did state this is for PFS, which means that he'll be retiring by level 12, there's plenty of Magic Item Shops to buy stuff at, and he may or may not know who his other team-mates are from week to week.

That being said, I personally don't like dumping Int to 7, just because it seems that having a bunch of skills (with even 1 rank) is beneficial due to faction missions. But if you're comfortable only getting 2 (or 3 with favored class bonus), then go ahead.

Silver Crusade

Yeah, I went with a 12 INT so I could have 3 ranks/level. Still feels a bit tight. :/


That is a much more versatile build. While I don't like the 7 INT, I can understand why you did that.

Edit: I'm totally with our local Tiefling Hero on this one. I have had a lot of problems with insufficient skills in the scenarios that I've played.

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