Oread Cleric for Dustpawn


Advice


Alright advice geniuses, anyone have advice for making a 9th level Oread Cleric for Doom Comes to Dustpawn? I'd want an Earth Domain cleric, and thematically appropriate Oread/Earthness able to heal or melee, and do support/utility casting.

20 point buy.


Well in my opinion there are two good domains for your second domain: good or travel. Earth is honestly not a good domain, it's powers are nearly useless, and its spells aren't great, though the fifth+ spells are pretty good, so there is that.

If you decide on good you will be gaining touch of good which is a great support ability that only gets better as you level, not very useful on yourself however as it is a standard action.

Travel will give you speed and good spells (earth domain spells lvl 1-4 are pretty bad and good domain spells are better but not much, travel has some really good spells all the way)

If you decide on torag (good domain) you have a pretty cool option for being a warrior cleric who can cast, if you are Abadar (travel domain) your favored weapon is a light crossbow, so the trick doesn't work so well. This is what you do take channel smite (useless for you but it's a prerequisite for...) then take guided hand. This will allow you to use your wisdom modifier on warhammer (and only warhammer) attack rolls. Damage still comes from strength.

Whatever you choose the point buy I reccomend will be the same, but how you play will be very different after a few levels as if you worship abadar you won't be able to hold your own in melee anymore.

I would say for stats go str13(+2=15) dex 12 con 14 int 10 wis 16(+2=18) cha 8

You are not the party face, so dont think you are, nor are you a skill knowledge monkey. You will however be good at perception and sense motive. Put one skill rank into knowledge religion, because you are a cleric, put one into swim, so that you don't drown, put one into heal so that you can use healers kits for cheap healing later on, the rest go into perception and sense motive.

Do not channel for anything other than out of combat healing, and use it before any other resources as it is useless for anything else (for you).

If you are going warrior cleric your starting traits will be +1 to all luck bonuses (fate's favored) and seeker +1 perception and it is a class skill. Notice neither of these are magic or regional traits, there is a reason for that, but we will get to that later.

your feats will be

1 channel smite
3 guided hand
5 power attack
7 additional traits (magical lineage (divine favor) wayang hunter (divine favor)
9 quicken spell

At this point you can quicken divine favor as a 3rd level spell and at this level with your traits that's +4 to hit and +4 to damage for 1 minute as a swift action. Awesome. (IMO)

11 divine interference it lets you prevent attacks on allies 1/round by sacrificing spells, but of any level, so goodby lvl 1 spells.

13 Spell Penetration

15 greater spell penetration

17-19 whatever you aren't getting that high.

It's pretty easy for you to heal, you are a cleric, it's pretty easy for you to support, just prepare long term buffs.

Now Armor=Mythral breastplate. Next purchace boots of sprining and striding +10 move speed. This compensates for your awful movement rate.

Next sheild or no sheild? Well if you weild your war hammer two handed you do more damage, but if you have a buckler you get more ac, and can still cast (though you lose your sheild bonus for the round) Up to you.

Boost your wisdom as much as possible.

If you go with Abadar you need a different set of traits and feats

Since you want to be suport/utility I'm not going to focus on hindering the enemy much. Honestly though there isn't much you really need to do to be good at buffing your allies, so I'll be working on the other aspect of support debuffing enemies.

start with magical lineage (dispel magic) and wayang hunter (dispel magic

1 scibe scroll (you want support this is it.)
3 spell focus abjuration
5 varisian tattoo abjuration (+1 caster level on all abjuration effects)
7 spell specialisation (dispel magic) (+2 caster level for dispel magic total of +3 with varisian tattoo)
9 quicken spell (you can quicken dispel magic as a 5th level spell for emergencies)
11 divine interference
13 extend spell
15 whatever

stay in the back, buff/debuff, try not to get hit, maybe prepare a harm and quickened inflict light wounds just in case you get cornered.

Well that's my 2 cp

Silver Crusade

Positive Plug for the Earth Domain:

I'll put in a plug for Earth domain, but ONLY if the deity also has the Earth Portfolio, which is extremely rare.

Negative energy Variant Channeling(Earth) is worthy.

Any Polearm fighter in the group (including a Cleric's Longspear) will get an AoO versus most every foe who fails to save.

You might also look at the Earth subdomain, Caves


The Caves domain containes the pit spells that are great. Definately take this subdomain.

Hogeyhead gave you great guidelines. Do these gods give the caves subdomain though? You need to check it out.


Hogeyhead wrote:
At this point you can quicken divine favor as a 3rd level spell and at this level with your traits that's +4 to hit and +4 to damage for 1 minute as a swift action. Awesome.

Are you sure this works? The spell caps at +3.

Grand Lodge

Chug-

Why not consider the Fertile Soil trait and go with plant domain instead of earth? I haven't looked at the spells so I am not sure if the plant domain is better than the earth domain. Also are you worshiping a god or the earth aspect of nature? Are you going strait cleric, splash of something else or an archtype?

So you know I posted in the thread but I will post here as well. With Robert dropping Mike added Tyler and myself. I was thinking of playing an Oread Holy Vindicator that maybe was a brother of your character, a protector of from the faith sent along to assist you, etc. Let me know what you think.

I also like the Treacherous Earth racial trait of the Oread as opposed to the Magical Stone.


I was looking at doing treacherous earth and grainit skin, granite skin is useless if you've got earth domain.

Let me take a look at the earth domain.

With the preponderance of dwarves in the group I was considering Dwarf Bloode, if for no other reason, I was gonna take heavy armor as a cleric, and keep my 20' movement.

What are your thoughts?

I'm absolutely up for doing a sibling thing. Any teamwork feats or background traits you want to share?

Want to discuss in PM?


I was going to go straight cleric, but I could take a PrC, if it kept up my spell casting, at level 9, I don't was to lose out on 5th level spells, and if I multiclass, I won't get my 5th level domain spell right?

Hmmm, the Plant Domain doesn't suck. Is there a decent deity with Plant and say, Luck? I love the luck domain as a force multiplier!


Halcamora, neutral good, had plant and luck but no subdomains.

Grand Lodge

Ooh teamwork feats would be cool. I chose the dwarven blood trait as well as the treacherous earth. I was leaning toward granite skin as well. Why does the earth domain make that useless?

I still like earth and travel personally. I have more to say on this but it's late and I need to get to bed. I will post some tomorrow after work.


Earth Domain gives 10 points of acid resistance, so if you take Earth, you may as well trade away the racial resistance.

Is there a good cleric- caster teamwork feat? Even if it's just something to improve our AC, or concentration or something.


James R. Casey wrote:
Ooh teamwork feats would be cool.

Shield Wall and Tower Shields?

Each of those 2 feats will effectively provide +2 to AC each, and if we coordinate our tower shield directions...

Silver Crusade

Ahh, since you're considering it, here's a plug for the excellent Luck domain. Just replace the bit about Inspire Courage with your favorite spell.

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