
Ooga |
Starting a level 2 cleric tonight in the Shackled City campaign that is planned to go all the way to level 20. We know nothing about how to build a cleric (all new to the game).
The DM has allowed him to take the Community and Travel domains. (Chaotic Neutral alignment)
*** He has 1,650 gold that he has to use on gear, but can't buy any single item that cost more than 500g by itself.
The stats he rolled are: 16, 15, 15, 14, 11, 11
I really have no idea how to build a cleric. So any and all advice on feats/items/spells/skills/race would be greatly appreciated. He wants to be relevant in combat and be able to do some tanking and also dish out some damage.
Also, what's the point of having a bunch of domain spells (like the community spells) which you already have as a cleric? How are they useful?
Finally, what are the best uses for healing the nonlethal damage with the community ability? is nonlethal damage common?
Thanks!

DrDeth |

Human.
Str 14
Dex 11
Con 15
Int 11
Wis 16+2
Cha 15
Feats: Selective Channel, Toughness
Those domains/alignment do not match to any specific Golarian deity I know of. Maybe Desna for Liberation (or Luck) & Travel?
Medium MW shield. MW weapon of deity. Armor is the big choice. With Travel you get an extra 10’ of movement. I’d go with MW Breastplate for +6 but only 30’ of movement now. 350gps. A couple of holy symbols and spell comp pouches. Std adventuring gear.
Now if your deity grants you a longbow, then switch Dex for STR.
Max out Diplomacy and put a rank in Heal, Arcana, spellcraft & religion.
Channel (positive) Energy is a great ability. With a CHA of 15, you get to channel five times a day or at least once a battle. This allows you to use your spells for buffs.
1. (Domain) Bless, Shield of faith (or Prot Evil), Divine Favor, Magic weapon.
0. Detect Magic, resistance, light, Guidance.
Domain spells are free (you get one of either domain every level of spells) and sometimes are from another list, such as fireball or in your case teleport.
Non-lethal is rare.

Mysterious Stranger |

Really depends on the type of cleric you want to play.
For a generic cleric you probably want to arrange your stats in this order WIS, CHA, CON, STR, DEX, INT. different concepts may change the order of some of the stats but that is fairly standard.
Domain spells are extra spells that can only be from one of your two domains. You want to chose the spells you will use you can't swap them out for cure light wounds.
As far as beginning feats there are a couple of decent ones. Selective channel will allow you to heal the party without healing the enemies so if you plan to use channel energy a lot it come in handy. Heavy armor is also decent for a cleric. They have no arcane spell failure so can cast in heavy armor but need to spend the feat to get proficiency. With your starting gold you could at most field plate.
Non lethal damage is not all that common. Calming touch also removes the fatigued, shaken and sickened conditions those are very common. You will probably be using calming touch more for conditions then non lethal damage.
Clerics are pretty versatile characters so it really depends on what you want to do with them. If you give more ideas on what you want out of your cleric it will be easier to give advice.

Ooga |
4 questions:
(1) Why is Charisma so important?
(2) What happens when he is wearing a Breastplate (30 ft of movement down to 20 ft) and has his travel ability granting him +10 movement? Does he get to move 30 feet instead of 20? Does wearing the medium/heavy armor totaly screw over his Travel abilities?
(3) Also, I read stuff about the dimension hop(8th level travel ability) working on your allies to get melee within range super easy, but as I read the spell it doesn't really work on your allies unless they are super tiny halfling that doesn't way anything (since 100lb total limit). Am I wrong?
(4) is human the best race?

Ooga |
Those domains/alignment do not match to any specific Golarian deity I know of. Maybe Desna for Liberation (or Luck) & Travel?
The deities are all homebrewed. The choice we came down to was Travel + Community, or Travel + Liberation. But liberation seems like infinite overlap with travel and not useful, so we went with Community instead.

Mysterious Stranger |

The first number is the number of normal cleric spell slots you get. These can be filled with any spell on the clerics spell list. The second number is the number of domain spells you get which will always be 1 per spell level. These slots can be filled only with the domain spells. You have 2 domains so that means you can chose either spell to fill the slot. Your bonus spells from a high wisdom are normal cleric spells.
So what you end up with is 3 spells from the normal clerics spell list (2 for level 1 for high wisdom) plus 1 domain spell. You have to chose these spell in advance at the beginning of the day. There is an option for leaving a slot open and being able to fill it by taking 15 minutes of prayer. I would recommend for a beginner to just memorize your spells and not leave an open slot.
You can also convert any non domain spell to a cure spell so don't bother memorizing any cure light wounds.

DrDeth |

4 questions:
(1) Why is Charisma so important?
(2) What happens when he is wearing a Breastplate (30 ft of movement down to 20 ft) and has his travel ability granting him +10 movement? Does he get to move 30 feet instead of 20? Does wearing the medium/heavy armor totaly screw over his Travel abilities?
(3) Also, I read stuff about the dimension hop(8th level travel ability) working on your allies to get melee within range super easy, but as I read the spell it doesn't really work on your allies unless they are super tiny halfling that doesn't way anything (since 100lb total limit). Am I wrong?
(4) is human the best race?
1.Gives you more Channels, which in many ways are more powerful and useful gor healing than spells.
2. Yes, 30', no.4 maybe, it's either that or gnome, who are not great as tanks.

Turin the Mad |

Channel at 2nd level lets you slather healing - after combat or during - on the entire group at one go (unless the rogue is too far away or something equally silly). It is "meh" during combat, but it can stanch bleeding wounds, wear down undead and quickly patch up the entire group (including yourself) after a tough fight so that you can kick open the next door and kick some more butt.

DrDeth |

We have found channeling to be very useful. It is about as good as two CLW spells, if you time it right, maybe even three. That means getting two extra channels is like getting 5 extra 1st level spells (and later Channel gets better).
It's also nice as it is a Supernatural ability, which means it does not provoke a Attack of Opportunity. You can also do damage to undead with it, that doesn't come up much, but it's there. It's also ranged healing which means it can stabilize your buddy even if you can't touch him.
Later, with more feats, it can be done as a Move action, which brings in that all important Action Economy.
Yes, that Dex would get you +2 to AC. That would reduce damage to you by maybe 20%. Channel more than keeps up with that. And, later, you will find a Cleric is WAY more a spellcaster than a melee warrior.
Not to mention that that +2 to Social skills can really help.
In a round, with the build I suggested, you'd:
Round 1. Cast a Buff spell
R2-3- melee
R4 Channel.
Later, Dimensional Hop certainly does work on ordinary medium sized party members.
Oh, and YES, if you can pick Liberation instead of Community by all means do it. The Liberation ability is possibly one of the very best Domain abilities out there. Later, when some Huge nasty grapples you, you'll thank me.

Ciaran Barnes |

My current cleric is lame at melee, just because I wanted to build one with a focus on casting, skills, and being the party face. However, at lower levels the safe bet is a cleric that can hold up and contribute in melee. You'll run out of useful spells, but will still be able to swing your morning star.