So I want to have one of my bad guys be a cleric or oracle, possibly with levels in diabolist.
After a quick search I noticed most people suggest reach cleric, or summoner.
I don't really want to focus on that, I also don't want him to be a necromancer or channeler.
So how would I go about building a 15th level caster cleric?
I want the general picture of him to be the "Fire Diabolist" Level 20 Cleric in the NPC Codex.
Thanks in advance
|Master of the Dark Triad|
I have a flame oracle of Asmodeus in a Way of the Wicked campaign. I mostly buff my companions, with occasionally summon monster or fire blasting (using my mystery spells). He mostly imagines himself as the mastermind leader, and his party members are his minions. So he casts prayer, air walk, heal, or whatever (depending on level).
He took eldritch heritage (arcane) line of feats to get a few wizard sorc spells, and a familiar (with improved familiar, became an imp). Imps are great, because you hand off a wand and have him cast the low level but fairly useful buffs.
I'm currently 12th lvl, but at 15th I'll have quicken spell, and will probably start most battles with prayer, quickened bless, and then have the familiar use a wand of haste. Then, depending on things, I can cast heal, harm, destruction, delayed blast fireball, etc, along with more quickened buffs. The imp can use a wand of ill omen right before I cast something nasty for extra meanness. Fireseeds is also a really nice spell that you get from the Flame mystery. Cast it multiple times when you know combat is coming, and give it to your familiar. Your imp can now use its standard action for a touch attack that deals 10d4 fire damage, or if you gave it all of the bombs, it can move over to a target, you say a command word, detonate all of them, and everyone within 5 ft takes 6*(1d8+15) damage, while the imp is immune.
Another thing to look into is spell-casting contract. http://www.d20pfsrd.com/magic/all-spells/s/spellcasting-contract
Give your familiar (or non-spellcasting party members) a few low level spells, and get a significant bonus to saves, skills, etc.
Super flavorful, a lot of fun, and quite powerful. Tweak the spells towards more debuffing and blasting if its more of a solo fight, or more buffs if he's a member of a party.
Also, at 15th lvl, you get spell perfection. Some good choices: Ill Omen (With quicken spell, you can basically every round cast it for no resources besides a swift action, and give a target a significant worse chance of making multiple d20 rolls), bestow curse, or Greater Forbid Action (which is awesome against a group of PCs). Do the motion one, and then hammer them at range, while your minions bother the spellcasters who can't withdraw.
|Anonymous Visitor 163 576|
A theologian Cleric has a strong argument for being the arch-blasting class but Asmodeus also gets trickery as a domain with some useful spells and so a standard cleric has its plusses too.
Due to the Fire Domain I have wondered as well about a Cleric/Wizard Mystic Theurge who could specialise in blasting and have a LOT of blasting spells due to the domain. Your character would be of sufficient level for this to be a real threat and they could engage the pcs in a prolonged battle quite easily.
Finally there is also negative energy channelling which is constant damage to a group, this synergises with area control spells that confine the pcs in the damage zone.
Take a close look at the cleric domains available, as I have just mentioned two, the fire oracle is nice but you want to be able to bypass fire resistant pcs defences too.
Here is a straight forward level 16 Flame Oracle. Primary offence is multiple Flame Strikes per round to avoid some fire resistance. Lead off with Dazing Persistent Flame Strike followed by Quickened Flame Strike. Drop Blade Barrier on anyone who is dazed. Hold melee people off with Repulsion or Reverse Gravity. Mock archers with Fickle Winds and introduce low Fort arcane casters to Destruction.
Her stats include full PC wealth so she is CR16. I have added the benefits of being in Huge Fire Elemental form which she has access to 16 hours per day. She can cast any Cleric spell of level 8 or lower through the use of Paragon Surge for Expanded Arcana so can have all sorts of Planar Ally friends. She can cast any Wizard spell of level 8 or lower via Paragon Surge Improved Eldritch Heritage (New Arcana) so can have planar bound all sorts of creatures. This also means she can cherry pick the best Wizard buffs so she is likely to have Mind Blank, Moment of Prescience, Overland Flight and others available.
Note that she can see through smoke and fog so she can see through her own Incendiary Cloud.
Female Half-Elf Oracle 16
LE Huge humanoid (elf, human)
Init +11; Senses low-light vision, darkvision 60'; Perception +25
AC 42, touch 19, flat-footed 35 (+8 armor, +7 shield, +7 Dex, -2 size, +8 natural, +4 deflection)
hp 179 (16d8+96)
Fort +16, Ref +17, Will +13 (+12 vs. charm and compulsion); +2 vs. enchantments
Immune sleep, bleed, critical hits, sneak attack; DR5/--; Resist fire 20
Weakness oracle's curses (haunted), Vulnerable to Cold
Speed 30 ft.
Space 15 ft.; Reach 15 ft.
Special Attacks bloodline arcana: arcane
Oracle Spells Known (CL 16th; concentration +29):
8th (4/day)—incendiary cloud (DC 28), mass cure critical wounds, summon monster viii
7th (6/day)—blasphemy (DC 29), destruction (DC27), fire storm (DC 29), mass cure serious wounds, repulsion (DC 27), reverse gravity
6th (8/day)—blade barrier (DC 28), fire seeds, greater dispel magic, harm (DC 26), heal, mass cure moderate wounds, word of recall
5th (8/day)—fickle winds, flame strike (DC 29), greater forbid action (DC 25), mass cure light wounds, plane shift (DC 25), spell resistance, summon monster v, telekinesis, true seeing
4th (8/day)—aura of doom, blessing of fervor (DC 24), cure critical wounds, death ward, dimensional anchor, order's wrath (DC 26), spell immunity, wall of fire
3rd (8/day)—borrow fortune, cure serious wounds, daylight, fireball (DC 25), invisibility purge, magic circle against evil, magic circle against good, paragon surge
2nd (9/day)—burst of radiance (DC 24), cure moderate wounds, delay poison, grace, levitate, minor image (DC 22), pilfering hand, remove paralysis, resist energy, silence (DC 22), sound burst (DC 24)
1st (9/day)—burning hands (DC 23), cure light wounds, detect evil, forbid action (DC 21), murderous command (DC 21), remove fear, remove sickness (DC 21), sanctuary (DC 21), shield of faith
0 (at will)—create water, detect magic, detect poison, ghost sound (DC 20), guidance, light, mage hand, purify food and drink (DC 20), scrivener's chant, spark (DC 22), stabilize
Str 7, Dex 24, Con 22, Int 14, Wis 7, Cha 30
Base Atk +12; CMB +12; CMD 33
Feats: Dazing Spell, Eldritch Heritage (arcane), Greater Spell Focus (evocation), Persistent Spell, Quicken Spell, Skill Focus (Knowledge [planes]), Spell Focus (evocation), Spell Penetration, Spell Perfection
Traits: irrepressible, magical lineage (flame strike)
Skills: Bluff +13, Diplomacy +32, Disguise +13, Intimidate +17, Knowledge (arcana) +18, Knowledge (planes) +27, Linguistics +3, Perception +25, Sense Motive +21, Spellcraft +21, Use Magic Device +14; Racial Modifiers +2 Perception
Languages: Auran, Infernal, Common, Elven, Ignan
Special Quaities: elf blood, mysteries (mystery [flame]), revelations (burning magic, form of flame, gaze of flames, molten skin, wings of fire)
Gear: +5 mithral heavy shield, amulet of natural armor +4, belt of physical might (dex & con +4), bracers of armor +8, circlet of persuasion, cloak of resistance +5, eyes of the eagle, handy haversack, headband of alluring charisma +6, ring of freedom of movement, ring of protection +4, tome of leadership and influence +1 (used)
|Anonymous Visitor 163 576|
|Douglas Muir 406|
Does it have to be a cleric or oracle? Because the Diabolist works very well with a wizard. A good rule of thumb for planar binders is, if you're theorycrafting or building from scratch at a very high level (16+), build a sorceror; if you're playing from level 1 on up, play a wizard.
Clerics and oracles make somewhat mediocre Diabolists. Not awful, but all they're really getting is an imp companion, cheap Planar Allies (which boosts Planar Ally from being a mediocre spell to an okay one) and occasional Hellfire substitution. Those are all nice to have, but they're not a fantastic tradeoff for umpty levels of cleric abilities.
For some more details, search "Guide to the Diabolist" (multiple threads)and "Guide to Planar Binding" on this forum.