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The players in my game are going up against a high priest of Abadar, specifically a separatist cleric who is leading a heresy of Abadar. I really need some help designing an effective LE cleric of Abadar to for this Saturday's game.
I have very little experience with high level clerics, so I am asking the board for help putting an effective 11th lvl build together for me. You can go a little overboard with magic items and use 25-30 pt buy. I could use some feat/spell suggestions specifically, but a whole package would be amazingly great.
The only requirements are that the Cleric be human or pass for human, Lawful Evil, that his Forbidden domain be Tyranny.
He is currently leading a group of inquistors and is in control of a small town along with a contigent of regular soldiers from a garrison.
In case it matters, my party is 9 PCs strong and they are all 8th lvl.
Party:
Conjuration wizard
infernal sorcerer
spellcasting druid
aldori swordlord
twf kukri wielding cavalier
paladin of abadar
archer bard
inquisitor of desna
twf rogue/shadowdancer
Please help!

ZanThrax |

Don't have a full build handy, but I'd say take protection as his second domain and focus on giving him highly effective compulsion spells. He's a tyrant, people are supposed to do what they're told. Besides, with 9 PCs, he'll need to get a couple of them to switch sides - preferably long before things ever turn violent.

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He is a caster, though I am considering throwing a level of holy vindicator on him over top of his 11 levels for the heavy armor and shield benefits.
I am still tinkering with some possible builds, so any suggestions would be appreciated.
The best I have so far is Cleric 11/HV 1 and gave him travel as his standard domain. I am debating between slavery and tyranny for his forbidden domain, since both seem to fit thematically. The best I can do is give him an unholy sword and equip him with a few buff spells mixed in for if and when they finally pin him down.
I am probably going to give him a angel trap that lets him summon and bind an angel longterm in his power. Considering a legion archon or a valkyrie as the trapee...
This last thought also led me to considering making him an aasimar, with the "looks human" alternate racial trait. Any thoughts about whether this might be a better build or not?
Any thoughts or suggestions, I still have a little time left to design him.

TarkXT |

I say go artifice. Make him airly standard as you iamgine him and keep in mind his animate objects domain power and spells.
When the heroes break down the door they find him in an armory where he has stored msot of the weapons he's built/taken in preparation for a larger conflict. HAve him laugh and then animate the various furniture to do his biddings.
"You fools! I am not merely the ruer of these people but the rightful king of all things in it! Watch as they obey my commands...AND DESTROY YOU!"
But maybe I'm jsut a fan of cheesy scenarios.

ZanThrax |

Well, in line with my earlier suggestion to focus on enchantments, I'd say go Kitsune for the extra +1 DC. They can look human without any extra effort.
Here's a preliminary statblock. (Haven't equipped him yet)
Foxy Tyrant CR 11
XP 12800
Kitsune Cleric (Separatist) 11 Holy Vindicator 1
LE Medium Humanoid
Init +4; Senses low-light vision; Perception +4
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Defense
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AC 10, touch 10, flat-footed 10
hp 99 (1d10+11d8+35)
Fort +13, Ref +6, Will +15
Defensive Abilities aura of protection (11 rounds/day), vindicator's profane shield +6 (-choose-); Resist resistant touch (7/day)
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Offense
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Speed 30 ft.
Melee Bite (Kitsune) +9 (1d4/x2)
Special Attacks delayed lash (1/day)
Spell-Like Abilities Dancing Lights (3/day), Resistant Touch (7/day), Touch of Law (7/day)
Cleric (Separatist) Spells Prepared (CL 11):
6 (1/day) Geas/Quest, Hold Monster (DC 23)
5 (2/day) Spell Resistance, Serenity (DC 22), Command, Greater (DC 22)
4 (4/day) Blessing of Fervor (DC 18), Divine Power, Spell Immunity, Summon Monster IV, Terrible Remorse (DC 21)
3 (5/day) Magic Circle against Good, Dispel Magic, Protection from Energy, Blood Rage, Charitable Impulse (DC 20), Resist Energy, Communal
2 (5/day) Compassionate Ally (DC 19), Shield Other, Silence (DC 16), Hold Person (DC 19), Enthrall (DC 19), Protection from Chaos, Communal
1 (5/day) Moment of Greatness, Murderous Command (DC 18), Bless, Command (DC 18), Command (DC 18), Forbid Action (DC 18)
0 (at will) Bleed (DC 14), Read Magic, Detect Magic, Enhanced Diplomacy
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Statistics
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Str 11, Dex 10, Con 14, Int 10, Wis 18, Cha 14
Base Atk +9; CMB +9; CMD 19
Feats Alignment Channel (Good), Combat Casting, Greater Spell Focus (Enchantment), Improved Initiative, Selective Channeling, Spell Focus (Enchantment)
Skills Acrobatics +2, Diplomacy +7, Heal +8, Intimidate +7, Knowledge (religion) +8, Sense Motive +19, Spellcraft +4, Swim +4; Racial Modifiers +2 Acrobatics
Languages Common, Sylvan
SQ aura, change shape, cleric channel negative energy 6d6 (5/day) (dc 18), domains (protection), forbidden rites (tyranny), kitsune magic, spontaneous casting
Other Gear 7 GP
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TRACKED RESOURCES
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Aura of Protection (11 rounds/day) (Su) - 0/11
Cleric Channel Negative Energy 6d6 (5/day) (DC 18) (Su) - 0/5
Dancing Lights (3/day) (Sp) - 0/3
Delayed Lash (1/day) (Su) - 0/1
Resistant Touch (7/day) (Sp) - 0/7
Touch of Law (7/day) (Sp) - 0/7
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Special Abilities
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Alignment Channel (Good) Channel Energy heals or harms outsiders of the chosen alignment.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Protection (11 rounds/day) (Su) 30' aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Change Shape (Su) Assume a single human form.
Cleric (Separatist) 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.
Cleric (Separatist) Domain (Tyranny) Associated Domain: Law
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Channel Negative Energy 6d6 (5/day) (DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (3/day) (Sp) With Charisma 11+, cast Dancing Lights 3/day.
Delayed Lash (1/day) (Su) Delay damage until target defies you.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant Touch (7/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Law (7/day) (Sp) A d20 roll becomes 11.
Vindicator's Profane Shield +6 (-Choose-) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.