| Anyxyl |
Hey guys, I'm playing Rise of the Runelords with a group of six players total. We have an Alchemist, Sorcerer, Rogue, Fighter (Archery) and another Fighter (Lore Warden). Really, what we need most is a healer but I'm not experienced with clerics or spellcasting classes in general. Right now we're level one. What would guys suggest for a starting build?
Restrictions are core races, it's 15 point buy. Any Paizo published feat is allowed.
Fromper
|
Sounds like you could use a tank at least as much as a healer. Are wands going to be readily available? Because the alchemist can use a wand of Cure Light Wounds to be a backup healer. As long as you have at least one other person who can use a wand, you should be fine, without a dedicated healer.
If you want to do a dedicated healer, then Life Oracle or positive channeling cleric are the obvious choices. If you want to do something else primarily, and wands will be easily available, then anything that can use a wand should be fine - paladin, cleric, oracle, inquisitor, bard, ranger, etc.
PS. Nice avatar.
| DrDeth |
Ah-ha! You need something cool, a healer who can also tank! Perfect here is a Hospitaler Paladin. However, he doesn’t really get good until 4th level.
The other idea is to do a tanking Cleric, focusing on Channeling for healing. Take a high CHA, selective channel, extra channel, etc. Sarenrae is a good choice. Healing( Restoration Subdomain)
& fire. Scimitar and lt shld.
| Terronus |
Playing a healer can be a lot of fun if it fits your play style! Going off Fromper's suggestion of a tank-type, too, here is a suggested build:
Human Cleric 1
NG Medium Humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee Light Shield Bash -2 (1d3+2/x2) and
. . Starknife +2 (1d4+2/x3)
Special Attacks agile feet (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Divine Favor, Shield of Faith, Remove Fear
0 (at will) Guidance, Purify Food and Drink (DC 13), Detect Magic
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Statistics
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Str 14, Dex 12, Con 12, Int 7, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Armor Proficiency (Heavy), Selective Channeling
Skills Acrobatics -6, Climb -5, Diplomacy +6, Escape Artist -6, Fly -6, Ride -6, Sense Motive +7, Spellcraft +2, Stealth -6, Swim -5
Languages Common
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (liberation, travel), liberation (1 rounds/day), spontaneous casting
Other Gear Banded mail, Light steel shield, Starknife, 150 GP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (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 (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
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.
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Desna is a great diety all around, strong domains and cool roleplay possibilities. As a defensive caster, you don't need to pump wisdom too high (save that for clerics using offensive spells!) You probably want to pick up the feats battle priest or combat casting ASAP. Reach spell is a good choice, you can cure spontaneously with it or prepare buff spells like shield of faith to tag teammates across the battle-field. Diplomacy and Sense motive since you have a good CHA & WIS and I imagine your Alchemist and Lore Warden have knowledges covered. A malleable holy symbol is a real boon once you can afford one, too!
Also, Dr. Deth has some good suggestions, too. Sarenrae and a scimitar will be a strong choice... and I'm a huge fan of paladins, a hospitaler would be a lot of fun!
| Turgan |
Rise of the Runelords cries Paladin. It' the best martial class you can play if you're willing to play fair and have a code of conduct.
You will make the fighters look like NPC warriors.
Just a Paladin is a little bit wasted as a healer. And he does not get heal or raise dead - something you will need in your group. RotRl can be quite deadly.
As soon as one of the fighters dies (and they will eventually with their crappy saves) he can play the healer (and maybe get through the whole AP without dying a second time)!
| Anyxyl |
Well, I think a Paladin as more of an off-healer. Couple that with the versatility of Alchemist and whatever wands we may or may not come across, and I think that we'll be good with the healing aspect and have an awesome front line. I'm also not familiar with building them, though, either.
Any suggestions?
| Blave |
Building a Paladin isn't that hard. Just go with full plate and a big two-handed weapon. The best martial two-handed weapon in the long run is the falchion, but a greatsword works too.
Stats are a bit hard with only 15 points but they should look something like
STR 14, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Go human and put your racial bonus (and all ability increases on level ups later) in strength.
Feats: Power Attack, Weapon Focus, Extra lay on hands, and later Improved Critical (especially if you go with falichion) and critical focus.
| DrDeth |
With a Hospitaler pally I'd go Sword & Board.
Feats are Extra lay on hands, Power attack then Channeling feats.
Stats
Str 14
Dex10 or 12
Int12 or 13
Wis12 or 11
Cha 14+2
Don't dump Int or wis. You have few Skill points, and you need them all. Altho you should have no problems making Will saves, the +1 to Perc is handy.
| Malleus Maleficarum |
I like strength and travel for my tanks clerics. Both are extremely powerful domains. You can get them by worshipping cayden cailean. Go str, con, wis and wear heavy armor and power attack with a two hander. The travel will help you get where you need to be on the field if you need to heal. Selective channel is a feat you could check out too if it has been mentioned.
| FangDragon |
I have a Hospitaler paladin with a Falchion and it works fine, he has decent but not super optimized offence and he can pump out a lot of healing. He has the lowest AC in the party but that's OK since with all that self healing and great saves he's very durable.
Key feats: Fey Foundling, Power Attack, Quick Channel, Selective channel. Greater mercy is nice at lower levels too.
calagnar
|
It looks to me like so many people over look the other two divine casters. The oracle, and druid make very good healers. That can contribute a lot to combat at the same time. In a low point buy game animal companions make a big difference as that is there base point buy. Nothing makes them shine better then a low point buy for every one.
15 point buy.
Human
Oracle : Mystery Battle
Str 17 (15+2)
Dex 14
Con 14
Int 10
Wis 8
Cha 14
Full Divine Casting
Curse : Any thing other then lame, or clouded vision.
Skill Points Per level : 5
Key Feet's : Improved Initiative, Power Attack, Extra Revelation
Key Revelations : Skill at Arms, War Sight, Weapon Mastery
15 point buy.
Human
Druid
Str 17
Dex 14
Con 14
Int 10
Wis 14
Cha 8
Full Divine Casting
Animal Companion : Bear, Small Cat, Thylacine, Dog
(I stay away from any thing large. That way there not squeezing in to most places where combat is going on.)
Skill Points Per level : 5
Alternative Racal Trait : Eye for Talent
Key Feet's : (This is the only time I will recommend skill focus. You will want to take it at level 1 or not at all.)
Skill Focus Handle Animal, Power Attack, Huntmaster (If you have taken a animal it can work with. Dog, or Small Cat), Natural Spell.
| Wasum |
Lame is the best curse for Melee-Oracle and considering the party I'd actually dip to levels of paladin to be more effective in combat. Smite for bbeg is amazing, divine grace insanely powerful and you get proficiencies - magical knack makes up the lost CL.
for druis I'd go with a big cat as they start at medium size. Small cat, bear, dog - just not worth it. Maybe roc or some dinosaur might be quiet nice as well. Dont take SF handle animal as it will be completely useless after the first few levels. As soon as AC rises int to 3 its just not neccessary to use handle animal anymore.