Cleric of Calistria


Advice


Thinking of making a cleric of one of our favorite Dieties in pathfinder, Calistria. I'm personally going for a Human cleric, but for flavor, it'd be a half-elf. Point buy is 25, haven't really spent any points but the role I'm going for is more supportish control. Domains I'm thinking about are Trickery or Charm and Luck and Probably gonna be CN. Kinda just relying on my spells to be like "stab that guy". Being in melee ish range to heal tank. not really in need to do damage with negative energy so probably gonna do the positive energy route, maybe do versitiale channeler, but that's what alignment channeling is for (evil outsiders mmmm). And where 5th level so woo. Now I kinda plan to be mobile but can atleast have a great AC score. Whip (can i use a scorpine whip instead? lol) being one handed = Shield woo. Now would the whip mastery be worth it? Cause I plan to be channeling like no other to heal, and hurt undead and evil ousiders, and use my spells for buffing, heals, debuffing or control so I kinda what a High Wisdom and Charisma for the save DCs. Might even go assimar, or make a race (GM is giving us 13 Race points but it's more of a "Augment" to the race to better suit our roles imo.) I also plan to go into Holy Vindicator at higher levels also. Have more then just a whip and have some other weapons with creatures vs DR weapon dmg type.

but here's a quick point buy and feat selection at 5th lvl if human

STR: 13
DEX: 13
CON: 12
INT: 10
WIS: 18 (+2 race and +1 from 4th lvl)
CHA: 16

Feats:
1st: Combat Casting or Extra Channel and Selective Channeling or Extra Channel HB
3rd: Improved Channeling
5th: Alignment Channeling (Evil)
and which ever feat i didn't chose at the time for here on out

If Half-Elf;

STR: 13
DEX: 13
CON: 12
INT: 10
WIS: 18 (same as human reason)
CHA: 16

Feats:
1st: Selective Channeling
3rd: Improved Channeling or Extra Channeling or Combat Casting
5th: Alignment Channeling (Evil)
which ever feat I didn't choose from here on out.

If Assimar;

STR: 13
DEX: 13
CON: 12
INT: 10
WIS: 18 (should know why it's 18)
CHA: 18 (should know why it's 18)

Feats:
same as before.

Now I will draw up a race or as I would like to say "Augmented" race later on. Probably gonna resemble a assimar human hybred.


Half elf is not bad, I think you can trade out the skill focus feat for a free exotic weapon feat. (not bad if later you plan on holy vindicator battle cleric, i still like falcata weapon for the 19-20 and *3 , or a bastard sword or something that will do some decent damage when you need it to)

Also half elf gives you favored class options of + 1/3 level to heal and harm when channeling ( great if you eventually do take versatile channel).

If you like the idea of moving, I would still look at neutral gods as they would give you access to versatile channel if you ever wanted BUT i would look at any option that lets you look at travel as a domain. Travel would give you a bonus 10 feet of movement on top of other domain powers. Then again i don't know much about charm and trickery off the top of my head.

It has been a while and off the top of my head is improved channel only a DC increase for doing damage? If so I would take extra channel as you seem to be leaning toward this being your main means of healing.


Tuffon wrote:
Half elf is not bad, I think you can trade out the skill focus feat for a free exotic weapon feat. (not bad if later you plan on holy vindicator battle cleric, i still like falcata weapon for the 19-20 and *3 , or a bastard sword or something that will do some decent damage when you need it to)

Yeah was thinking about that, I can basicly get any one weapon I want that'll be usefull to me. and in all honesty a 2h weapon wouldn't be a bad idea. But I plan to have some high AC doing the whole sword and board thing. but I wouldn't mind being a battle support cleric. and I can pick an exotic weapon over a martial weapon from holy vindicator mhmmm.

Tuffon wrote:


Also half elf gives you favored class options of + 1/3 level to heal and harm when channeling ( great if you eventually do take versatile channel).

This is true, But I've been getting s~!+ with my fellow play groups for wanting to do a versatile channeler. Negative energy is awesome, I love it. blows things up. Positve energy is cool too, can heal your party members. but there are spells that let you heal via negative energy and the Undead domain for example (which I love btw).

Tuffon wrote:


If you like the idea of moving, I would still look at neutral gods as they would give you access to versatile channel if you ever wanted BUT i would look at any option that lets you look at travel as a domain. Travel would give you a bonus 10 feet of movement on top of other domain powers. Then again i don't know much about charm and trickery off the top of my head.

eh, I didn't mean the domain. Ment moving with melee. And the Travel Domain is pretty cool I have to admit. would still have me move 30 ft in medium armor.

Tuffon wrote:


It has been a while and off the top of my head is improved channel only a DC increase for doing damage? If so I would take extra channel as you seem to be leaning toward this being your main means of healing.

Improved Channel:

Your channeled energy is harder to resist.

Prerequisite: Channel energy class feature.

Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

I'm strongly starting to think about going the versitile route. But I'd still be channeling better then most.

Grand Lodge

I never stop being entertained when someone misspells Aasimar, as Assimar.

Like a race Assfaced Outsiders, instead of Angel blooded.


blackbloodtroll wrote:

I never stop being entertained when someone misspells Aasimar, as Assimar.

Like a race Assfaced Outsiders, instead of Angel blooded.

Like how I did that? :P was typo.


Guess my thought on extra channel over improved channel is , would you rather have your sometimes harm channel do more damage ( and nothing when you heal) ? Or would you rather channel 2 more times a Day. For me i like the 2 more times a day, but then again it would be the flavor of the game and and types of critters your gm throws at you.

I love versatile channel as well, which is another reason i liked half elf, the favored class option helps both healing and harming. having a specialty phylactery of faithfulness crafted at higher levels which adds 2d6 to both heal and harm would be great with it as well but that is a few levels off)

Think there was a neutral river god in the inner sea world guide that has travel and death or undead as domains. (cant recall the name and am stuck at work, hopefully not sending you on a wild goose chase) anyway that could be fun to give you access to the negative energy ability and the travel.

Travel domain I think the 10 ' will work even with heavy armor (will go well with vindicator later on).

I am thinking of almost the same type of character for a new AP my game group is starting soon ( which is why a lot of this is off the top of my head :)

The falcata and bastard swords can both be used 1handed. I can wear a buckler for AC if needed, and when the time comes I can change out the AC for more damage by swinging with 2 hands for -2 with the attack, for the extra damage, like when im flanking or something).


Tuffon wrote:

Guess my thought on extra channel over improved channel is , would you rather have your sometimes harm channel do more damage ( and nothing when you heal) ? Or would you rather channel 2 more times a Day. For me i like the 2 more times a day, but then again it would be the flavor of the game and and types of critters your gm throws at you.

I love versatile channel as well, which is another reason i liked half elf, the favored class option helps both healing and harming. having a specialty phylactery of faithfulness crafted at higher levels which adds 2d6 to both heal and harm would be great with it as well but that is a few levels off)

Think there was a neutral river god in the inner sea world guide that has travel and death or undead as domains. (cant recall the name and am stuck at work, hopefully not sending you on a wild goose chase) anyway that could be fun to give you access to the negative energy ability and the travel.

Travel domain I think the 10 ' will work even with heavy armor (will go well with vindicator later on).

I am thinking of almost the same type of character for a new AP my game group is starting soon ( which is why a lot of this is off the top of my head :)

The falcata and bastard swords can both be used 1handed. I can wear a buckler for AC if needed, and when the time comes I can change out the AC for more damage by swinging with 2 hands for -2 with the attack, for the extra damage, like when im flanking or something).

Exactly! And I have a Crusader cleric of Urgathoa with the undead domain atm in this mod, it's rappan atthuk, haven't been playing it for awhile and I've been re thinking my role, been wasting through my channels which has been making the fights so much easier because of the AoE channeling. and then Healing the ability damage after a fight with a lesser rest wand (so divine heavy not even funny) but wish the wizard would pull his weight...oh wait he does by burning his spells...lol. Right now we unlocked a door and are trapped so, looking for a way out, wizard has a few spells, I'm low on channels, have like 2 and can command undead but haven't been in a situation to where I think it'll save us.

And I'm planning on running the new AP that's coming out soon the one with the worldwound and am looking at making a positive energy cleric for that one also with the holy vindicator (been scheming up holy vindicators for a awhile now and my dreams of it have been cut short sadly :(.)

Also, aasimar gets a +1/2 to channeling positive energy vs undead and with the alignment channel to evil outsiders. which was kinda what I was looking at, but the half-elf is way better cause it goes to both healing and damage.


I really like the lust subdomain for Calistria. It seeme to fit with her suit her philosphies really well, and the power to have people begging at your feet, or gifting you their most powerful item sounds great fun.

I went with Tengu for my cleric of Calistria, but that was more for flavour than any optimisation. The swordtrained ability is pretty useful if you plan on much melee, but it probably doesn't outweigh what some other races you've mentioned can give you.


Human Cleric
Human Bonus feat Skill focus Diplomany*
Level 1 Selective Channeling
Level 3 or 5 Vetistail Channeling
Level 3 or 5 Eldritch Heritage(Serpentine Blood line) Reskinning it be wasp bloodline
Level 7 Craft Woundous Item
Humann Bonus feat 8th SKill Focus Perception*
Level 9 Alignment Channel
Take Holy Vindicator at 11 on
Level 11 Improved Eldritch Heritage
Level 13 Improved Eldritch Heritage or exta channel
Level 15 Quicken Spell and Channel Smite Bonus HV feat
Human Bonus Feat 16th SKill Focus Sense Motive*
Level 17 Greater Eldritch Heritage
Level 19 Improved Eldritch Heritage or exta channel

*Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait

Serpentine blood line reskined to be wasp like

Wasps Sting (Ex): At 1st level, you can grow Stinger as a free action. These Stinger are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your stingers for a number of rounds per day equal to 3 + your Charisma modifier.

Wasp Frind (Ex): At 3rd level, you can use speak animals speak with Wasps at will and with other Insects , and you gain a wasp familiar using your sorcerer level –2 as your effective wizard level. Use Stat for viper but let it fly

Wasp wings At 9th level, you can sprout Insecet like wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

Wasp storm (Sp): At 15th level, you may summon a host of writhing wasps. This power acts as creeping doom, but the swarms' poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled.

Stinger Soul (Su): At 20th level, you gain the shapechanger subtype, and you can assume the form of a wasp humanoid (as alter self) or wasp of Diminutive to Huge size (as beast shape III) at will. You retain the power of speech and the ability to use somatic spell components when transformed. You also become immune to poison and . You may use Wasp Sting's as often as desired, and you may choose to inflict damage to any ability score.

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