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As the title says. I had the crazy idea to build an evangelist(the archtype, not the PrC) cleric focused primarily around being a summoner and buffer, using his buffs to enhance his summons and in turn using summons as a means to help the party. Anyway, the build in question is a worshiper of the lawful evil General Susumu(because I prefer his fluff to that of the lawful good Iomaedae...I'm a sucker for non-good, arrogant, selfish characters. XD) and thus still gets the glory(heroism) domain. Anyway, I have the build fairly planned out, but could use some advice. I am Primarily concerned with the stat layout. I have three possible stat layouts. One of them ends up with a post racial 18 wisdom, which allows me to actually use spells with a save DC, but has to go down to 7 strength to get it. The other two stat layouts only go down to 8 strength, but in return only get 16 wisdom post racial, meaning I'd focus my character entirely on buffs, summons and spells that don't offer a save, generally forgetting about directly casting offensive spells(though I can certainly still use them via my -summons-. I'd like to get offensive casting/the post-racial 18 wisdom on this character if I can, but I am also NOT willing to dip below 14 charisma, so PLEASE, PLEASE PLEASE do not tell me to dump cha below 14, it's NOT HAPPENING.
Anyway, here is my build with the three possible stat layouts..
Race: Human
Class(es): Evangelist(Cleric)
Alignment: LN
Deity: General Susumu
Starting Abilities:
Strength: 7
Dexterity: 14
Constitution: 12
Intelligence: 12
Wisdom: 18 (16+2)
Charisma: 14
OR
Strength: 8
Dexterity: 14
Constitution: 12
Intelligence: 14
Wisdom: 16 (14+2)
Charisma: 14
OR
Strength; 8
Dexterity: 14
Constitution: 14
Intelligence: 12
Wisdom: 16 (14+2)
Charisma: 14
(NOTE: If using this third layout, all favored class bonuses switch from HP to skills)
(Really not sure which layout I should go with...any thoughts/suggestions on this would be appreciated!)
Traits:
Reactionary(+2 initative)
Ambassador(+2 Diplomacy)
Maxed Skills:
Diplomacy
Perform(Oratory)
Spellcraft
(Perception as well if int > 12)
Other Skills:
Knowladge(religion)
Perception
(Linguistics?)
1st: Evangelist(Cleric) 1: Orisons, Aura, Public Speaker, Sermonic Performance(Inspire Courage, Countersong, Fascinate), Glory(Heroism) Domain, Domain Power: Touch of Glory, Spontainous Casting(Evangelist), Feat: Spell Focus(Conjuration), Bonus Feat(Human): Augment Summoning, +1HP(Favored Class)
2nd: Evangelist(Cleric) 2: +1 HP(Favored Class)
3rd: Evangelist(Cleric) 3: Channel Negative Energy 1d6, Feat: Channel Viciousness +1 HP(Favored Class)
4th: Evangelist(Cleric) 4: +1 HP(favored Class), +1 Wisdom(leveling bonus)
5th: Evangelist(Cleric) 5: Channel Negative Energy 2d6, Feat: Superior Summoning +1 HP(Favored Class)
6th: Evangelist(Cleric) 6: +1 HP(Favored Class)
7th: Evangelist(Cleric) 7: Channel Negative Energy 3d6, Feat: Extend Spell +1 HP(Favored Class)
8th: Evangelist(Cleric) 8: Domain Power: Aura of Heroism, +1 HP(Favored Class), +1 Wisdom(Leveling Bonus)
9th: Evangleist(Cleric) 9: Sermonic Performance(Inspire Greatness), Feat: Sacred Summons +1 HP(Favored Class)
10th: Evangelist(Cleric) 10: +1 HP(Favored Class)
11th: Evangelist(Cleric) 11: Channel Negative Energy 4d6, Feat: Quicken Spell, +1 HP(Favored Class)
Anyway, channel viciousness was taken because it dosen't require the enemies to make a save DC like the fear-channeling feat and channel negative energy is 100% useless on this character on it's own, so I figured while vicious is not the best buff on earth, it's still a buff and that makes it better then the base channel negative.
Anyway, if any of you could give me some ideas how to make this better and more importantly give me an idea of which stat layout would be best for PFS please, post here!

Akerlof |
A few things:
1.) Channel Viciousness looks cool, but doesn't it require a 4d6 channel energy?
2.) Why the 12 intelligence? You get 3 skill points/level as a human cleric with 10 int, and you don't need to max Performance. The only performance that you get which requires a Perform check is Countersong, and the situations where that is useful are very rare. My Evangelist hasn't run into any of those scenarios in almost 6 levels so far.
2b.) Linguistics for an Evangelist is often amazingly useful. Evangelists get some great language dependant spells. But, if you aren't going to be casting offensively (although you should, even if your save DC isn't sky high) it's a lot less useful.
3.) Have you thought about going with 17 Wis? 8, 14, 14, 10, 15+2, 14 works well for a cleric.
3b.) Don't give up on casting just because you don't have maxed Wis. Your saves are only a point or two behind someone with an 18 or even 20. Just be aware of which save you're targeting. Extended Command (Halt) is a battle winner in the first four levels or so, and if you're targeting a fighter-type, their Will save is only going to be in the +1-3 range, which still puts you at around a 50% success chance compared to a 55 or 60% success chance for an 18 or 20 Wis cleric. Not that big of a change. Greater Command at level 9 is just crazy: 9 enemies cannot do anything for up to 9 rounds at a Will DC of 20-21 even if you started at 16 Wis? That's a reasonable chance of turning a big furball into a solo BBEG encounter in a lot of cases.
4.) I'm not sure about taking Extend Spell as a feat. I definitely wouldn't take it before 9th level: Lesser rods of Extend are cheap and will work on anything you could use the feat on at 7th.
4b.) Spell Focus (Enchantment) might be a good replacement. You get to start casting Suggestion at this level.
That's what I have off the top of my head. Evangelists are great fun to play in PFS!

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Yeah, totally missed out on the Channel Viciousness prerequsite. In that case, it may be worth going Aasimiar instead of human. I'd delay Augment summoning until level 3(It would replace Channel Viciousness which I can't actually take, in this case), but in return would get a lot of nifty abilities including some resistances, immunity to spells like Charm and Hold person, and perception boost! and more importantly I'd get a +2 cha along with my wisdom boost, freeing up some stat points and allowing me to get that starting 18 wisdom I want so much.
So, with that in mind, is Aasimiar worth it over human? If I go aasimiar I can go Str 8 Dex 14 Con 12 Int 12 Wis 18(16+2) Cha 14 (12+2) or possibly Str 8 Dex 14 Con 14 Int 10 Wis 18 (16+2) Cha 14 (12+2) if I shift my favored class bonus from HP to skills. Would this, along with the other benefits of being an Aasimiar, be worth delaying Augment Summoning to level 3 for?
Also, if your not maxing perform, how much perform ARE you taking? I assume you need at least one rank just to use inspire courage, fascinate etc..?

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Evangelist clerics are a lot of fun to play, and work very well for PFS. Mine is is nearly 11th level, despite being on the slow track since 7th level. Evangelist Clerics have the best buffs in the game.
If your plan is to mainly summon and buff, why do you need a high wisdom? Or high Charisma? Or high DEX? Or high intelligence?
One can build a very effective support-style (buffing and summoning) Evangelist Cleric for only five build points, without dumping anything:
STR-10 DEX-10 CON-10 INT-10 WIS-14 CHA-10
* You are a full prepared spell caster.
* Your buff, healing, and summons spells are not attribute dependent.
* Inspire Courage is not attribute dependent. You need only one rank in Perform.
* More HP are always good, but in the buff-and-summons role you can hide at the back, and you will rarely be targeted as the greatest threat.
* You need only raise your Wisdom by two points (to cast 5th & 6th level spells) by the time you retire.
Such a character would be very effective in PFS play, except for being illegal because of too few build points. With that minimal stat array you can Inspire Courage like a Bard of equal level. You can buff your allies and Summon Monsters to your heart's content. Eventually you will cast Augmented Superior Sacred Summon Monster spells.
What do you want to do with the other 75% of your build? Seriously!
One suggestion: General Susumu is a god of battle glory! Rather than merely sing about glorious warriors, why not be one? 3/4 of your build array is quite enough to build your Evangelist Cleric on a combat chassis. Here's one way to play such an Evangelist Cleric at low levels. This approach has worked well for Magda through about 40 PFS scenarios, so it's not theory-craft.
Another suggestion: Even should you decide to follow a different path (e.g. offensive caster, bad touch, whatever), consider giving your cleric basic martial competence. That just means STR of 14, and possibly the Power Attack feat. You won't regret it, and General Susumu would surely approve.

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If I'd go with any form of martial devotion on this character, it would honestly be ranged combat. I have a longbow and only have light armor, so I don't want to be close to the action. The archery route, however, is a valid one, and I contemplated going down that road instead of the -summoner- one. However, in the end, I decided I prefer the summoner + offensive caster route, hence the stat layouts I have. I thank you for the advice, though, and it's certainly valid. I however, am looking for a specific build(the summoner + offensive caster) so yeah. The reach cleric is great, I cannot doupt that, but if I where to go that route I'd likely be a vanilla cleric, and pump str up all the way to 16 and go down to wis 14.
However, If I can do the "reach cleric" thing without feat investment, then I may just grab the longspear, take 12-14 str and call it a day. It's not so much melee that I am against as it is sacrificing my summoner feats. If I'm doing that, however, I'd likely decrease dex in favor of more con since I'd be dangerously close to the action and in light armor.
If I where to go with the longspear/reach route I'd likely go with an Aasimiar and go with a stat layout of either Str 14, Dex 14, Con 12, Int 11, Wis 16 (14+2) Cha 14 (12+2) OR Str 14, Dex 12, Con 14, Int 11, Wis 16 (14+2) Cha 14 (12+2)

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I'd go with the latter array, as one can never have enough HP.
Your physical stats look pretty reasonable for either archery or melee. Just don't spend any feats on martial stuff, and you are free to switch the specifics around as suits your whim. You will be a decent archer & a decent melee combatant. It is possible and practical to do the 'reach cleric' thing without spending any feats on it, especially at low level. Consider carrying a sling until you can afford a Composite Bow, as a sling costs nothing and adds STR bonus to ranged damage. Perhaps carry a one-handed-weapon and shield option, too, for when you want to maximize defense. None of those things are very heavy, and the bulk is manageable.
Aasimar gives you a grand total of five discretionary feats during your PFS carer. At 11th level you might want something besides Divine Interference, but probably not.
You can see the list of summoning feats in my 2nd link, above. A dedicated summoner will take all four, although Superior Summons doesn't get fantastic until near the end of your PFS career.
That leaves you one or two feats for things besides summoning. Quicken spell is useful as early as 7th level if you combine it with Magical Lineage. Other good ones are Persistent Spell & Bouncing Spell, but one can generally get those from a rod. You pay the feat tax for Spell Specialization at first level, so that feat is a serious contender if you can raise your INT to 13. Choose whatever suits your fancy, there are plenty of good options.
If only you weren't an Evangelist then Quick Channel would be really good. You are, so it's not.
Consider Toughness as a way to increase your chance of surviving to high level. Given your durability and non-front-line play style I doubt you'll have much trouble staying alive.
Have fun and good luck!

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As Magda pointed out, unless your party that you are, buffing and healing, intends to save v. your buffs, there is no need for a high Wis.
I would put the points into Cha for the extra rounds of performance and extra channels
If you want to use heavier armor, I would go with a little more Str.
13 Str
14 Dex
14 Con
10 Int
14 Wis
14 Cha
for level 11, I always, always, always, always take Divine Interference on any divine caster.
Divine Interference
You can convert a spell to interfere with an enemy's attack.
Prerequisites: Divine spellcaster, caster level 10th.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
Think of it as "I get to cancel one crit per monster per day".
I have never, ever, regretted it.

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Thanks for all the advice, everybody. With all the thoughts you've given me, I've re-worked my build a bit, and have the following...
Strength: 14
Dextarity: 13
Constitution: 14
Intelligence: 10
Wisdom 16 (14+2)
Charisma: 14 (12+2)
1st: Evangelist(Cleric) 1: Orisons, Aura, Public Speaker, Sermonic Performance(Inspire Courage, Countersong, Fascinate), Glory(Heroism) Domain, Domain Power: Touch of Glory, Spontainous Casting(Evangelist), Feat: Spell Focus(Conjuration), +1 Skill Point(Favored Class)
2nd: Evangelist(Cleric) 2: +1 Skill Point(Favored Class)
3rd: Evangelist(Cleric) 3: Channel Negative Energy 1d6, Feat: Augment Summoning, +1 Skill Point(Favored Class)
4th: Evangelist(Cleric) 4: +1 Skill Point(favored Class), +1 Wisdom(leveling bonus)
5th: Evangelist(Cleric) 5: Channel Negative Energy 2d6, Feat: Quicken Spell +1 Skill Point(Favored Class)
6th: Evangelist(Cleric) 6: +1 Skill Point(Favored Class)
7th: Evangelist(Cleric) 7: Channel Negative Energy 3d6, Feat: Superior Summoning +1 Skill Point(Favored Class)
8th: Evangelist(Cleric) 8: Domain Power: Aura of Heroism, +1 Skill Point(Favored Class), +1 Wisdom(Leveling Bonus)
9th: Evangleist(Cleric) 9: Sermonic Performance(Inspire Greatness), Feat: Sacred Summons +1 HP(Favored Class)
10th: Evangelist(Cleric) 10: +1 Skill Point(Favored Class)
11th: Evangelist(Cleric) 11: Channel Negative Energy 4d6, Feat: Divine Interferance, +1 Skill Point(Favored Class)
I do, however, still want to know how many ranks in perform I -need- to take? Likewise, is evangelist still worth it if I plan on using a spear occasionally or would a -straight cleric- be better for the medium armor? Finally, would it be worth swapping dex and int, to shift the favored class bonus back to HP and possibly pick up spell specialization? Or would 10 dex be too little for a light-armored character who occasionally wants to use that spear at low levels? Would possibly swapping dex and strength also be viable? Or is the +2 to hit with the spear more valuble then the +2 to AC and ranged attacks from going str 13, dex 14?