Human cleric of Sarenrae


Advice


Hi all,

Been reading these boards for some time now, and enjoying it.
Been having some questions about a cleric I'm playing and would like to have your advice.

I play a human cleric of sarenrae in a ROTRL campaign.. Please don't post any spoilers. We've reached level 7 and we have the chance to pick a new character or change it.

I've never played a cleric before until I started playing this campaign with my friends, and I started at level 6.

We have a party of six(Rogue, monk, alchemist, sorcerer, summoner and me(cleric))

My current cleric(20 stat point but if I remember correctly):

Stats:
str 14
dex 10
con 13
int 10
wis 18
cha 14

feats:
extra channel, selective channel, heavy armor proficancy, combat casting.

I've been running around in a full plate and a heavy shield to get a nice armor class, but the downside is my character doesn't move so quick around in comparison to the party.

I'm having difficulty deciding if I want a battle cleric or a support cleric. But Am looking to play a more support cleric with some melee capabilities.. For flavour in the campaign I won't change my domains, but I'm wanting to make my cleric more mobile and supportive.

I've been reading some guides liek Tarks and eidolons and I see some nice tips but I find it hard to make a decision on which feats to change out and how to improve also feat and gear wise..
we're allowed to use only the core rulebook and the advanced player''s guide. And I'm getting 19,500 gold pieces to spend on equipment.

Anyone has advice to make a good support cleric with some melee capabilities? and what gear should I get? (and I do need to heal my group alot, at least that was my experience the sessions I played..) also had some moments weere I barily got to a character in time because of only moving 20ft a round).

Hope it's not too much text in reading, thanks in advance for your replies! :)


For in combat heals i would focus on channels.. No need to move with that and u already have selective channel, so you should be gtg there.. As to ur problem with reach, Metamagic Rod of Lesser Reach(3000), 3/day will allow a touch spell to become short range, or 25'+5'/2lvs.. If u wanna play more of a battle than support cleric i would lower wisdom a bit and bump str.. Prob drop cha down to 12 as well.. Cast divine power and get urself a big 2 hander(this could be an issue with prof).. Taking a level of fighter for weapon and srmor prof might not be bad idea.. Gear wise early on i usually like to focus on the big 6.. after 10th level or so ull have the gold to buy other stuffs.. i would spend 19.5 on:

+1 falchion(2370) or scimitar if prof isnt had..
+2 heaband wis(4k)
+2 str belt(4K)
+1 cloak resist(1k)
+1 fullplate(2800)
lesse reach metarod(3k)
wand of cure light(750)
+1 light shield(1309)if u have to use a scimitar
271gp left for potion/scroll


Boots of Striding and Springing: 5.5k but your movement goes up to 30 ft. again

For later: recommended: Phylactery of Postive Channeling (+2d6 every time you channel, head Slot (not headband). The iconic cleric Kyra wears one two, looks basically like a decoration to the helmet.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Phylactery of Postive Channeling is a headband item unfortunately. You can house rule it to another slot but by RAW, it takes up the same slot as your stat headband.


However, you can combine the 2 items into 1 by paying and extra 1.5 times the cost of the lower item.. The phalactery cost 11.5, so it would use over 1/2 of his gold to buy it.. I would wait till u had the cash to combine the wis headband with it before it was purchased..


Items:
5500 Boots of Striding and Springing
5200 +1 Mithril Breastplate
1309 +1 Light Steel Shield
4000 +2 WIS headband
2000 +1 Ring of Protection

This will boost your movement to 40 ft.

Feats:
Selective Channeling, Toughness, Shield Focus, Missile Shield, Dodge

Stats:
S: 12 D: 13 C: 13 W: 18 I: 10 Ch: 14 (20 pt, human)

Nice Spells:
- Sound Burst (chance to stun foes is nice)
- Spiritual Weapon (+10 to hit for 1d8+2 damage, more with Prayer, etc.)
- Prayer (party support spell)
- Blessing of Fervor (party support spell)
- Divine Favor (boosts Spiritual Weapon spell)

Since you are level 7, a lot of the headache with having too few of spells is behind you. You don't need to melee anymore. For your "melee" interest, cast Spiritual Ally and let it attack for you. It'll be much better doing damage in melee than you. It'll free you up to step into a role of support cleric and caster cleric (using your spells instead of your scimitar in battle).


Thanks all for your advice and commenting.

I've decided to get the feats: selective channel, toughness, scribe scrol, combat casting and shield focus.

Gear I'm stil wondering about the mitrhal breastplate and the boots of striding and springing..

isn't the maximum base landspeed of a light armor 30 ft?
so that boots of striding and springing aren't much use?
Maybe I don't understand it clearly..

Thanks again. It's appreciated alot the help you're all giving me


i would take quick channel and extra channell before combat casting and shield focus.

you land feet falls to 20 in medium armor. when you add the boots, you get your speed back up to 30.

i would highly recommend spirtual ally, as your 4th level support spell.


You may be interested in the Dawnflower Dissident prestige class, and if so, it would obviously affect your initial build greatly (don't see many high dex melee clerics...).

It's an interesting class, the main features being adding some decent spells to your list; casting in secret; the ability to make a foe hit one of his allies instead of you (and it's NOT a compulsion / mind-affecting effect!); and the capstone basically ensuring you'll never truly die.

I particularly like the Shift Blame ability, nothing else like it at all in PF, and excellent on a melee character.


StreamOfTheSky wrote:

You may be interested in the Dawnflower Dissident prestige class, and if so, it would obviously affect your initial build greatly (don't see many high dex melee clerics...).

It's an interesting class, the main features being adding some decent spells to your list; casting in secret; the ability to make a foe hit one of his allies instead of you (and it's NOT a compulsion / mind-affecting effect!); and the capstone basically ensuring you'll never truly die.

I particularly like the Shift Blame ability, nothing else like it at all in PF, and excellent on a melee character.

It's a nice class, unfortunatly I'm not allowed to play it since this campaign is core rule book and advanced players guide only.. and yes the ability Shift Blame is really nice... haha

Ikarinokami wrote:


you land feet falls to 20 in medium armor. when you add the boots, you get your speed back up to 30.

So it doesn't matter if the breastplate is mithral or not ?

With quickened channel is it allowed to channel twice in one round ? A quickened channel and a normal one for instance ?


Boudewijn wrote:
Ikarinokami wrote:


you land feet falls to 20 in medium armor. when you add the boots, you get your speed back up to 30.

So it doesn't matter if the breastplate is mithral or not ?

With quickened channel is it allowed to channel twice in one round ? A quickened channel and a normal one for instance ?

A mithril breastplate is treated as light armor, which does not restrict movement. Bonus, you can also sleep in a mithril breastplate without worry of being fatigued in the morning.

.
With Quicken Channel, you can burn two channels to channel as a move action. You can then use your standard action to channel as well. Note, this uses 3 channel attempts total. With 5 channel attempts max, you can do this combo once per day. Is that worth a feat?


mithral breastplate counts as light armour concerning movement, thus your base speed stays the same as without armour. Boots give you an enhancement bonus to your speed: +10 ft. Makes 40ft. movement.


Christopher Van Horn wrote:
Phylactery of Postive Channeling is a headband item unfortunately. You can house rule it to another slot but by RAW, it takes up the same slot as your stat headband.

You're right! Damn it. That makes it only runner up for the slot. One of my characters wears a bronze mask of positive channeling (eyes-slot), DM didn't mind. He's a cleric of Kelemvor.


Divination is a very useful 4th level spell -- cast it before the adventure, get some clues as to what you're going to face, change your spell selection accordingly.

Don't lock yourself down to just one spell, either: part of clerical power is the flexibility to pray for the right spells.

Summon monster IV (get a hound archon), lesser planar ally (for major occasions, get a hound archon for the whole day!), spiritual ally (flanking buddy made of force, bypasses DR, affects incorporeal are all nice things to assist your party.

Great party buffs include blessing of fervor (something for everyone, less needed if someone else has haste, but very flexible), freedom of movement (don't get grappled by anything!), air walk (tactical mobility, less needed if someone has fly!)

Death ward (wraith? who cares?), holy smite (AOE damage and possible blinding!), control water (cross the river easily, or raise the pond to flood the dungeon and drown your enemies) are all more situational, but very handy when you need them.

Discern lies and tongues are both very good for interrogation purposes, or to enhance diplomatic efforts.

Dismissal (back to your home plane!) and dimensional anchor (no, you can't teleport!) are both very good for encounters with outsiders.

Divine power and greater magic weapon are both very good for battle clerics, less so for support.


Rory wrote:
Boudewijn wrote:
Ikarinokami wrote:


you land feet falls to 20 in medium armor. when you add the boots, you get your speed back up to 30.

So it doesn't matter if the breastplate is mithral or not ?

With quickened channel is it allowed to channel twice in one round ? A quickened channel and a normal one for instance ?

A mithril breastplate is treated as light armor, which does not restrict movement. Bonus, you can also sleep in a mithril breastplate without worry of being fatigued in the morning.

.
With Quicken Channel, you can burn two channels to channel as a move action. You can then use your standard action to channel as well. Note, this uses 3 channel attempts total. With 5 channel attempts max, you can do this combo once per day. Is that worth a feat?

the reason you take quick channel, is because he has an 18 wisdom, which means the most powerful thing this character will do is cast spells.

quick channel allows you to heal, and cast a spell, or channel and attack.

it is absolutely worth a feat to be able to channel and still retain a standard.


ikarinokami wrote:
it is absolutely worth a feat to be able to channel and still retain a standard.

Taking any feat that you can only use twice per day at most should always be considered quite carefully.

That's all I was saying.

This feat also drains extra resources away from the character when used that might be crucial in the current party makeup. This creates a secondary reason to ask the question if it is worth the feat.


Rory wrote:
ikarinokami wrote:
it is absolutely worth a feat to be able to channel and still retain a standard.

Taking any feat that you can only use twice per day at most should always be considered quite carefully.

That's all I was saying.

This feat also drains extra resources away from the character when used that might be crucial in the current party makeup. This creates a secondary reason to ask the question if it is worth the feat.

as we say in court, it is the quality of testimony not the quantity. If you are channeling in combat, then it means, the situation is at the very least serious. which also means that at the moment the ability to cast a spell and channel that heal, is going to have a huge effect on the outcome of the battle.

So while it may be true that shield focus and combat casting may come up for often, a cleric with an 18 wisdom, and the role of wanting to be a support cleric, is in my opinion will find extra channel and quick channel to be far more important and affecting the outcome of actual comat, with the role that they have chosen to do, and those situations where thier chosen role takes prominance.


ikarinokami wrote:
So while it may be true that shield focus and combat casting may come up for often, a cleric with an 18 wisdom, and the role of wanting to be a support cleric, is in my opinion will find extra channel and quick channel to be far more important and affecting the outcome of actual comat, with the role that they have chosen to do, and those situations where thier chosen role takes prominance.

In my experience, I use Combat Casting once every fifth adventure if that. It sounds so useful, but the 5 foot step makes it near unnecessary at lower levels. At higher levels, it's not all that hard to defensively cast. Quicken Channel will be used more often and save the day far more often than Combat Casting ever will in my opinion.

.
Shield Focus goes well with the OP's original thought of higher AC. That one isn't as clear cut and will depend on the OP's taste. A support cleric won't need AC as often as a melee cleric for certain. If the OP can completely step into this mode, then Extra Channeling means +1 Quickened Channel per day, which should be equivalent (or better) to what +1 AC would typically net you as a non front line support cleric.

Note: Improved Initiative could trump them all. It can give you potentially +1 action in combat (over your foes). Further, at level 7, opening up with a Blessing of Fervor on the party (before they scatter) is rather nice for a support cleric.


Well I've completed my Cleric and want to thank you all for your advice on feats, gear, spells and alike..

I've become a more supportive cleric and will let my party members do the melee fighting..

I've chosen to pick as feats: selective channel, scribe scroll, extra channel, quickened channel and reach spell.

My gear is: headband of wisdom +2, mithral breastplate +1, boots of striding and springing, shield +1, a haversack, and the Dungeon master let me craft some scrolls so I made a couple of lesser restoration, remove disease and remove curse.

I would've loved to have the phylactery of positive channel, but it was kinda expensive and left me with little other choice in gear. So now my character will start saving for that.

I had a hard time deciding to not take combat casting, because the fights I did participate in where agains enemies with reach..
But I'll see how this build goes.

Spells I've did some reading up, and got to say I realy like the Blessing of Fervor and the Spiritual ally. Both will come in handy I'm sure..

As for Initiative my rolls usually aren't that great so I end up being at the bottom of the list. (My luck with dice is kinda poor) hahaha...

Thanks again all for your advice I've learned alot in the past few days, and now I'll try to bring it all into play this comming weekend.

kind regards,
Boudewijn


Boudewijn wrote:

Well I've completed my Cleric and want to thank you all for your advice on feats, gear, spells and alike..

I've become a more supportive cleric and will let my party members do the melee fighting..

I've chosen to pick as feats: selective channel, scribe scroll, extra channel, quickened channel and reach spell.

My gear is: headband of wisdom +2, mithral breastplate +1, boots of striding and springing, shield +1, a haversack, and the Dungeon master let me craft some scrolls so I made a couple of lesser restoration, remove disease and remove curse.

I would've loved to have the phylactery of positive channel, but it was kinda expensive and left me with little other choice in gear. So now my character will start saving for that.

I had a hard time deciding to not take combat casting, because the fights I did participate in where agains enemies with reach..
But I'll see how this build goes.

Spells I've did some reading up, and got to say I realy like the Blessing of Fervor and the Spiritual ally. Both will come in handy I'm sure..

As for Initiative my rolls usually aren't that great so I end up being at the bottom of the list. (My luck with dice is kinda poor) hahaha...

Thanks again all for your advice I've learned alot in the past few days, and now I'll try to bring it all into play this comming weekend.

kind regards,
Boudewijn

Good luck to you. remember you can always take a five foot step and cast or move and cast. not always feasible sure, but in many cases it can negate the AOO and chance of spell failure


My very first PFS was a human cleric of Sarenrae. I'm 13th getting ready to pop 14. After 8th level or so your not going to be a close quarter combatant if you can help it. Your spells will take over and let me tell you the MM rod of reach is one of my best rods. Heck, I got two.

I have only lost ONE character in all the games that I was the cleric - She was a low-mid level wizard (5th or 6th) and walked into an empowered fireball and failed the save. Poof! It was sad.

Summon Monster is by far the most powerful spell you can use in just about every situation. If I were limited to just one spell, that would be it.

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