
Omnitricks |
I'm thinking of making a halfling cleric which uses the luck domain (since halflings are supposedly lucky) Probably one of the main sthicks he will do is buffing the party as well? Unfortunately I'm not too familiar with clerics in general (normally I just bug the clerics to heal me and thats it) Anyone can help me with build and playstyle?
From level 1 with a 20 point buy, this is what I have made so far. Also I'll be using the Cloistered Cleric archetype.
Strength 9
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 16
Fearless
Adaptable Luck (instead of halfling luck)
Warslinger (instead of sure footed)
Weapon Familiarity
Polyglot (instead of keen senses)
Feat at level 1: Lucky Halfling (2 2 5 for saves isn't bad to help everyone with this feat)
Skills: Diplomacy, Heal, Knowledge (each level will be a new knowledge skill until I get them all), Linguistics, Sense Motive
Not too sure if I want to use the favored class bonus for skill points or hp (leaning towards hp though)
Weapons: Going for sling (I'll be ranged keeping out of the way) and since it seems Desna is the best bet for deities, fall back on starknife if I have to get into melee.
Two Traits: Not too use about what to use either.
For the rest of the feats after level one I'm probably going to go for the other halfling racial feats since the only feat I think a cleric would use is selective channeling? Any suggestions?
Yeah I don't know anything else about clerics. Is everything here alright?

Rory |
Healing and buffing will be great, but how about your offense?
The sling isn't going to be good for you. Your low strength kills it and ranged attacks are very feat intensive. Go for the alternate racial trait Fleet of Foot (+10 ft movement) rather than Warslinger? This will be a boon your entire career.
To start at low levels, consider tossing alchemical fire or acid flasks. These will use your dexterity to hit and aren't strength dependent on damage.
A strategy for the future could be to summon monsters to the battlefield. This will work well with your stats and buffing/healing forte.
Feats:
- Selective Channeling (1st)
- Spell Focus Conjuration (3rd)
- Augment Summoning (5th)
- Lucky Halfling (7th)
- Sacred Summons (9th)
Traits:
- Reactionary (+2 Initiative)
- Highlander (Stealth is a class skill)

![]() |

Halfling are my number 1 favourite race. For a whole number of reasons.
Given the halfling tradition of luck and their history of slavery in Golarion, this build just screams Desna as its deity to me. She is the goddess of luck and freedom which fits perfectly, Desnans are the eternal optimists of the world - nothing gets them down - and best of all you get access to two of the best domains in the game, namely Luck and Liberation sub domain. Or you could take Travel, that's brilliant too.
This lad or lady could easily be played as a freed slave or child of slave, determined to make the best of their life, following their feet on whatever path Desna sets them on, spreading good cheer and fighting oppression wherever they go.
I don't know much about halfling racial feats but selective channel, extra channel, empower spell (for healing spells), extend spell for buffs, sp focus conj, augment summoning, skill focus diplomacy to really take advantage of your already great party face abilities all seem like good options.
You will be very popular among your team for your buffs and your Bit of Luck ability will make you the party fighters best friend!
Hope that helps.

Sissyl |

I would suggest Travel domain for a further +10' base move along with Fleet of Foot, and also the Reckless trait for +1 to Acrobatics and Acrobatics as a class skill. In effect, and with the travel domain spells (fly, teleport, dimension door, but most specifically Longstrider for another +10' move), you will be able to end up ANYWHERE you like on the battlefield every round.
For summoning, take a long, hard look at Summon Good Monster from Champions of Purity. Improved Initiative is more or less a must for summoning, since it takes a while to get running. It's easy to get up to speed and find the battle already over.
Dump the idea of doing damage yourself. You need your feats to do other things, and even if you get enough feats, the results will be underwhelming. You won't need much in the way of DC-boosting either, since you don't do save-or-suck or blasting much.
Languages are a good thing to have, but apart from the elemental languages, you don't need many. Sylvan gives you blink dogs, draconic is for pseudodragons.
As for playstyle, beyond the above, you still have channeling positive energy to heal with, which is useful at first, but later becomes relatively weak due to bad scaling. You also have spontaneous casting of cure spells. Few situations really demand battlefield healing - and there is something to be said for letting them see their defenses aren't up to snuff so they can do something about that, or learn to keep out of the thick of battle. After combat, though, these two options should be more than enough. The Heal skill is useful for stabilizing. One other thing to keep a lookout for is the breath of life spell.
But no, you're not going to do much damage.

Omnitricks |
Maybe if I change the stats to 11 14 10 13 15 16? I'm actually not too sure about the stat distribution because I normally play out of combat rogues or tanks which normally don't go for damage. Recently I went for a halfling paladin which uses a sling staff though and so far it seems good.
I actually want to use the sling because it is a halfling weapon although I see your point about the damage being low. Will have to see what else weapons I can use since I don't really want to get too close to any enemies.
I don't think Sacred Summons will work for a CN character? Since the feat states that the alignments must match exactly? And Augment Summoning. It only gives a +2 modifier to strength and constitution right? My friend explained me once that it isn't quite worth it since it takes up two feats although summoning was not something that I thought about. Thanks for pointing it out. I'll have to check it out a little bit more :)
Oh yes the helpful trait. I forgot about the HoG book having extra traits. Taking a look at it now but yeah. Should be useful with the cloistered cleric ranged aid another.
Yup, I was looking at Desna but cloistered cleric only gets 1 domain which is why I was looking at luck. The other archetype I looked at was evangelist but it also only gives one domain.
The movement thing actually seems good. I might have to reconsider taking the archetype then. Also I don't have the champions of purity book so I'd rather not depend in it.

Sissyl |

Check Summon Good Monster on the PFSRD. It does require a good alignment, though.
Sacred Summons checks what AURA you have, so, if you worship Desna, you get a Chaotic Good aura, and apply the bonus to all creatures with the Chaotic and Good subtypes you summon (not just those with the right alignment).
Augment Summoning is what makes summoning useful during the first few levels. Also, it provides access to Superior Summoning, which lets you get an extra critter when you summon more than one.
As for weapons... do you really need to? You will have tons of critters around you to deal damage. You will move where you want, and you will always have better things to do than deal 1d4 or 1d8 to some critter.

tonyz |

I'd have a weapon of some sort. Actually, two, melee and ranged. You never know when you might be able to flank, or aid another, or threaten. Or maybe everyone else is down or incapacitated -- and if nothing else, you can always coup de grace a held foe.
But most of your offense is going to be buffing your friends.

jhpace1 |

tonyz wrote:I'd have a weapon of some sort. Actually, two, melee and ranged. You never know when you might be able to flank, or aid another, or threaten.The Spiked Gauntlet is your friend.
Oh, most definitely. I read here on this board about a guy who insisted upon his characters having one masterwork cold iron spiked gauntlet, and one masterwork alchemical silver spiked gauntlet. Perfect for low-level characters, if a bit pricey for the cold iron. It makes sure you can't lose a weapon to fight the werewolf with or demons. Get to where you can afford the +1 on each (4,000 the cold iron, 2,000 for the silver), and put Light (no cost, part of the CMA&A description, read it) on it like I did for hands-free light in the dungeon.

Rory |
And in the case of the OP's halfling cleric, it allows him to threaten for free without having to sacrfice a hand to do it. That means he can still cast spells with a heavy shield, or he can eventually use a metamagic rod and a light shield and still cast spells, and still threaten in between turns.

Omnitricks |
Well, weapons won't hurt I guess. I've played a game without drawing my weapon once, my party members weren't too happy about that (or maybe because I was hiding the whole game...)
Didn't know spiked gauntlet can do that. So using a spiked gauntlet doesn't interfere with magic? Can it be used for other things too like holding/drawing/reloading/shield?