PFS Battle Cleric advice


Advice


Hello I'm thinking of making a Tiefling cleric of Lamashtu.

He would have the Madness Domain and Demon Subdomain I'm also thinking about having him be a Pitborn Tiefling and about taking the Monster Mask feat for flavor especially since he thinks that he is her child and she shows her favor in monstrous births.

I'd enjoy some help and advice anyone has.

Grand Lodge

Avoid the evil alignment is my first one. This guy is a combo that even if playing a neutral worshipper is gonna put the other people in the party on edge.

Other than that a 15 wis (increased at 4th) is high enough if you are going for combat buffs. Sink the points into strength and con. Cha isn't all that important if channelling isn't gonna be a big deal for you

Shadow Lodge

my advice would be dont play a cleric, play a war priest from ACG. i think you can still get the pdf for it, and until it is finalized in a book you can use that version to play in pfs still.

its, imo, the best combat healer you can play. it, in its current form, is a better melee cleric then a metal oracle.


First of all, tieflings have a great racial archetype for clerics called divine vessel, that gives you access to an early imp familiar and it makes channelling worth using. It does not build itself well to a battle cleric, but you can make an excellent channeling focused cleric, especially if you combine it with variant channeling.

Aside from that, the madness domain does not have any special synergy with a battle cleric, unless you have a condactive weapon. It will come pretty late though, and this is why I recommend the Ferocity subdomain, as it lends itself great to the concept of the battle cleric.

A warpriest is better suited for this role, but certainly not the Oni-Spawn tielfing that has a negative in Charisma. You really want a positive in charisma for a warpriest, because fervor points is a key feature of the class.

You should take the Fate's Favored trait, coupled with Divine Favor it is a +2/+2 bonus to attack and damage right from lvl 1.

Consider entering the Holy Vindicator PrC at 9th lvl for the martial benefits that it offers. Remember that in order to benefit from the vidicator's shield, you do not need to wield it.

Use a falchion for maximum DPR or a longspear if you want to play the reach game. I would probably stay with the falchion, coupled with both the domain abilities will let you deal excellent damage from lvl 1.

Possible stat arrays after racial modifiers for an Oni-Spawn tiefling:

For the falchion user:

STR 18
DEX 12
CON 14
INT 12
WIS 16
CHA 5

For the longspear user:

STR 18
DEX 14
CON 14
INT 12
WIS 14
CHA 5

I suggest against taking feats only for flavor in general, but even more so in a cleric that has a very limited pool of them. With dumped cha intimidating is not very effective anyway. Toughness and Improved Initiative may be a bit boring, but they are much more effective. Power Attack is also a must at 3rd lvl.


Believe me I'm not going to be causing problems. He's mostly going to be played a bit crazy as a said thinking he is the child of Lamashtu, hearing her speak to him, and thinks that in someway everyone is her children.

I'd most likely be using a Falchion and I like the domain powers better than the blessings so I'd rather go cleric(I also rather go cleric since I'd like to try all classes and I'm going to make a Warpreist of Shizuru) I picked Madness since it's her special Domain and Demon also seemed really good.

The varient Tiefling I'm thinking of is Demon-Spawn/Pitborn not Oni-Spawn Pitborns ability score modifiers are +2 Str +2 Cha -2 Int

Fiendish Vessal also isn't legal for PFS.


Having a race that boosts Cha does not make any sense on a battle-cleric, unless you do this purely for flavor reasons. Even then, consider a race that fits your bill and gives you relevant bonuses too.

RotRL AA:
For example, Nualia is an aasimar battle cleric of Lamashtu with the Demon and Ferocity subdomains. Aasimars can have great stats adjustments, and also allow for interesting backstories.


Well there is Foulspawn +Con +Wis -Int though I like the Pitborn since Lamashtu is a demon and Cha could help with channels.


Bump


One answer got erased. Anyway.

You can go with pitborn, it is not a bad choice, it has a str boost at least. The cha boost is irrelevant to a battle-cleric, he is not going to use channelings in combat unless he goes into Holy Vindicator.

Have you considered an Oracle of Lamashtu? He can take advantage of all the stat boosts of pitborn tiefling and can be as a great divine martial as a cleric can (and a little bit better IMO).


The harm variant channeling for the Madness themed gods has a certain amount of hilarity; you could do a fun channel build, causing confusion.

(of course, the effect is negated if you then attack that person)

prd wrote:


Madness: Heal —Creatures gain a channel bonus on saving throws against confusion, insanity, rage, and similar effects. Harm —Creatures are confused until the end of your next turn.

Going Osiriani I take it?


If you don't emphasize channeling, divine scion is a fun prestige class.

I would take scaled racial trait; armor will be harder to come by then resistances (armor of the pit racial feat is better, but you'll be hurting for feats I think)

I would also take Maw or Claw racial trait - for the maw attack

Grab a conductive weapon to bestow touch of madness on a hit.

(my variant channeling suggestion earlier overlaps with aura of madness, although that just means you could make them do two saves a round v confusion ;) )

Mechanically, chaos seems better then demon; touch of chaos through a conductive weapon is a nice debuff for your allies. Or, just do the crusader archetype and skip demon subdomain.

For feats (especially if you forgo channeling):
1 Monsterous Mask
3 -Power Attack
5-Furious Focus,
7-Cornugan Smash (just don't call it that around mom...)

The omen faith trait (intimidate as swift once a day) is a nice trait for an intimidate build.

Shadow Lodge

I recommend choosing a different Deity.
There are PCs and even PFS NPC leadership that might have a serious problem with you worshiping Lamashtu. You will also probably alarm/frighten townspeople if they recognize you as such, making it harder to 'blend in'.
Basically, table variation will probably be a headache for you as a Cleric of Lamashtu.
A lot of people rolled up Paladins for season 5. They will be at least annoyed in-character, if not outright hostile towards you.
If that's your cup of tea, by all means go ahead >:)

I agree with the others' suggestions so far.
I suggest optimizing the Vision of Madness power along with your Armor/Touch AC. It can absolutely wreck encounters and not everyone gets a chance to play with it.

Edit: Discovered that all Clerics in PFS must choose a Deity.

Scarab Sages

If you want madness domain, you could worship Groetus instead. He is CN instead of CE, but you would still have a stigma as he is a god of the end of the world.


Alright, I worked up some builds at 1,4,8. They capitalize on intimidate, but still (mostly) fill the expected cleric rolls. Being PFS, I did not shirk on skills - all favored class bonuses went to skills. So, the character won't stand around twiddling it's thumbs in investigative adventures.

The major change was to take Trickery instead of Demon. This opens up a lot of options for him, both skill wise and magically. This fellow can lie, disguise himself (and at higher levels his allies), has a smattering of knowledges. The copycat ability from the trickery domain provides a minor defensive bump.

Channel smite helps provide extra damage, dazzling display is a debuff to aid his allies.

His level 9 feat would be furious focus, level 11 Cornugon smash.

I was originally intending to include the monstrous mask, but I forgot about it as some point in the build. Oops...

Molos, Level 1:

Molos
Male Tiefling (Demon-Spawn) cleric 1
CN Medium outsider (native, demon-spawn)
Init -1, Senses darkvision (60 ft.); Perception +7
Aura aura of chaos, aura of evil,
=================================================
DEFENSE
=================================================
AC 15, touch 9, flat-footed 15 (+5 armor, -1 Dex, +1 natural, )
hp 10 ((1d8)+2)
Fort +4, Ref -1, Will +4
Resistances electricity 5,
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee falchion +3 (2d4+4/18-20) and maw -2 (1d6+1)
Ranged javelin -1 (1d6)
Special Attacks Channel Negative Energy (1d6, DC 13, 6/day), Vision of Madness (5/day),

Prepared Spells
Cleric (CL 1st; concentration +3)
1st-bless, confusion (lesser)(DC 13), cure light wounds(DC 13)
0th-guidance(DC 12), resistance(DC 12), stabilize(DC 12)
*:Domain spell.
Deity Lamashtu; Domains Madness, Trickery,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 8, Con 14, Int 10, Wis 14, Cha 16,
Base Atk +0; CMB +3; CMD 12
Feats Channel Smite
Skills Bluff +7, Intimidate +8, Perception +7,
Traits Bully, Tomb Raider (Osirion Faction) (Perception),
Languages Abyssal, Common
SQ aura of chaos, aura of evil, beguiling liar, copycat (5/day), darkvision, fiendish language, fiendish sorcery, maw, orisons, spontaneous casting, weapon and armor proficiency,
Combat Gear rations (trail/per day) (5), candle (10), torch (10),
Other Gear falchion, scale mail, pouch (belt), pouch (belt), javelin (4), backpack, bedroll, waterskin, holy text (cheap), flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), spell component pouch, holy symbol (wooden), 5.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Abyssal

Aura of Chaos (Ex) You project a faint chaotic aura.

Aura of Evil (Ex) You project a faint evil aura.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 1d6 (DC 13 for half) 6/day.

Copycat (Sp) You can create an illusory double of yourself as a move action.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Maw (Sp) You gain a 1d6 bite attack.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Scaled Skin (Electricity) (Ex) You gain electricity resistance 5 and a +1 natural armor bonus to AC.

Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.

Tiefling (Demon-Spawn)

Tomb Raider (Osirion Faction) (Perception) You've spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.

Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack.

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

Molos, Level 4:

Molos
Male Tiefling (Demon-Spawn) cleric 4
CN Medium outsider (native, demon-spawn)
Init -1, Senses darkvision (60 ft.); Perception +7
Aura aura of chaos, aura of evil,
=================================================
DEFENSE
=================================================
AC 16, touch 9, flat-footed 16 (+6 armor, -1 Dex, +1 natural, )
hp 31 ((4d8)+8)
Fort +7, Ref +1, Will +7
Resistances electricity 5,
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee falchion +7 (2d4+4/18-20) and maw +1 (1d6+1)
Ranged javelin +2 (1d6)
Melee masterwork falchion (cold iron) +8 (2d4+4/18-20)
Melee gauntlet +6 (1d3+3)
Special Attacks Channel Negative Energy (2d6, DC 15, 6/day), Vision of Madness (5/day),

Prepared Spells
Cleric (CL 4th; concentration +6)
2nd-bull's strength(DC 14), invisibility(DC 14), resist energy(DC 14), spiritual weapon
1st-bless, comprehend languages(DC ), cure light wounds(DC 13), disguise self(DC ), shield of faith(DC 13)
0th-detect poison, guidance(DC 12), mending(DC 12), stabilize(DC 12)
*:Domain spell.
Deity Lamashtu; Domains Madness, Trickery,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 8, Con 14, Int 10, Wis 15, Cha 16,
Base Atk +3; CMB +6; CMD 15
Feats Channel Smite, Weapon Focus (Falchion)
Skills Bluff +8, Disguise +7, Intimidate +11, Knowledge (History) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +7, Sense Motive +6,
Traits Bully, Tomb Raider (Osirion Faction) (Perception),
Languages Abyssal, Common
SQ aura of chaos, aura of evil, beguiling liar, copycat (5/day), darkvision, fiendish language, fiendish sorcery, maw, orisons, spontaneous casting, weapon and armor proficiency,
Combat Gear Wand of Cure Light Wounds (50 charges), antitoxin (vial) (2), potion of protection from chaos, potion of protection from evil (2), scroll (align weapon), scroll (bull's strength), scroll (comprehend languages) (2), scroll (darkness), scroll (protection from good) (2), scroll (protection from law) (2), scroll (resist energy), scroll (restoration (lesser)), scroll (shield of faith) (3), rations (trail/per day) (5), candle (10), torch (10),
Other Gear falchion, agile breastplate, cloak of resistance +1, pouch (belt), javelin (4), backpack, bedroll, waterskin, holy text (cheap), flint and steel, pot (iron), mess kit, rope (hemp/50 ft), soap (per lb), masterwork falchion (cold iron), spell component pouch, holy symbol (wooden), gauntlet, 2080.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Abyssal

Aura of Chaos (Ex) You project a moderate chaotic aura.

Aura of Evil (Ex) You project a moderate evil aura.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 2d6 (DC 15 for half) 6/day.

Copycat (Sp) You can create an illusory double of yourself as a move action.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Maw (Sp) You gain a 1d6 bite attack.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Scaled Skin (Electricity) (Ex) You gain electricity resistance 5 and a +1 natural armor bonus to AC.

Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.

Tiefling (Demon-Spawn)

Tomb Raider (Osirion Faction) (Perception) You've spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.

Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack.

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

Molos, Level 8:

Molos
Male Tiefling (Demon-Spawn) cleric 8
CN Medium outsider (native, demon-spawn)
Init -1, Senses darkvision (60 ft.); Perception +11
Aura aura of chaos, aura of evil, aura of madness (8 rounds/day),
=================================================
DEFENSE
=================================================
AC 17, touch 9, flat-footed 17 (+7 armor, -1 Dex, +1 natural, )
hp 59 ((8d8)+16)
Fort +9, Ref +2, Will +11
Defensive Abilities master's illusion, Resistances electricity 5,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee falchion +1 (cold iron/conductive) +12/+7 (2d4+7/18-20) and maw +6 (1d6+2)
Ranged javelin +5/+0 (1d6)
Melee gauntlet +10/+5 (1d3+4)
Special Attacks Aura of Madness (8 rounds/day), Channel Negative Energy (4d6, DC 17, 6/day), Vision of Madness (7/day),
Wayfinder Spell-Like Abilities light (at will)

Prepared Spells
Cleric (CL 8th; concentration +12)
4th-air walk, blessing of fervor(DC 18), confusion(DC 18), cure critical wounds(DC 18)
3rd-bestow curse(DC 17), blindness/deafness(DC 17), daylight, rage, resist energy (communal)(DC 17)
2nd-bear's endurance(DC 16), cure moderate wounds(DC 16), eagle's splendor(DC 16), invisibility(DC 16), spiritual weapon
1st-bless, command(DC 15), comprehend languages(DC ), cure light wounds(DC 15), disguise self(DC ), shield of faith(DC 15)
0th-detect poison, guidance(DC 14), mending(DC 14), stabilize(DC 14)

*:Domain spell.
Deity Lamashtu; Domains Madness, Trickery,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 18, Dex 8, Con 14, Int 10, Wis 18, Cha 16,
Base Atk +6; CMB +10; CMD 19
Feats Channel Smite, Dazzling Display, Power Attack, Weapon Focus (Falchion)
Skills Bluff +12, Disguise +10, Intimidate +18, Knowledge (History) +5, Knowledge (Planes) +6, Knowledge (Religion) +4, Perception +11, Sense Motive +9, Stealth +2,
Traits Bully, Tomb Raider (Osirion Faction) (Perception),
Languages Abyssal, Common
SQ aura of chaos, aura of evil, beguiling liar, copycat (7/day), darkvision, fiendish language, fiendish sorcery, maw, orisons, spontaneous casting, weapon and armor proficiency,
Combat Gear Wand of Cure Light Wounds (50 charges), antitoxin (vial) (2), potion of protection from chaos, potion of protection from evil (2), scroll (align weapon), scroll (bull's strength), scroll (comprehend languages) (2), scroll (darkness), scroll (protection from good) (2), scroll (protection from law) (2), scroll (resist energy), scroll (restoration (lesser)), scroll (shield of faith) (3), scroll (remove blindness/deafness), scroll (remove curse), scroll (remove fear) (2), scroll (remove paralysis), rations (trail/per day) (5), candle (10), torch (10),
Other Gear circlet of persuasion, headband of inspired wisdom +2, falchion +1 (cold iron/conductive), agile breastplate +1 (mithral), belt of giant strength +2, cloak of resistance +1, pouch (belt), pouch (belt), wayfinder, javelin (4), backpack, bedroll, waterskin, holy text (cheap), flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), spell component pouch, holy symbol (wooden), gauntlet, 455.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Abyssal

Aura of Chaos (Ex) You project a strong chaotic aura.

Aura of Evil (Ex) You project a strong evil aura.

Aura of Madness (Su) You can emit a 30-foot aura of madness.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 4d6 (DC 17 for half) 6/day.

Copycat (Sp) You can create an illusory double of yourself as a move action.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Master's Illusion (Sp) You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet.

Maw (Sp) You gain a 1d6 bite attack.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Scaled Skin (Electricity) (Ex) You gain electricity resistance 5 and a +1 natural armor bonus to AC.

Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.

Tiefling (Demon-Spawn)

Tomb Raider (Osirion Faction) (Perception) You've spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.

Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack.

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

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