Reach Cleric Build


Advice


My friends and I are going to start up a group playing Council of Thieves and I was playing on playing a reach cleric.

So far my character looks like this:

Level 1 Human Cleric of Desna
Str: 18 (+2)
Dex: 14
Con: 14
Int: 8
Wis: 15
Cha: 7

I was planning on going the Fate (Luck) and Travel domains and getting Combat Reflexes and Power Attack first level

Any recommendations or suggestions?


Power Attack cannot be taken at first level due to a lack of +1 BAB.

If you are going to dump INT at all, then mechanically dumping to 7 is the same as dumping to 8 so you can give yourself extra points there, or swap your INT and CHA stats to gain an extra channel.

What traits are you planning to get? Fate's Favored seems useful to you.

Also it looks to me like you have a 21 point buy build there, not sure if that was intentional.


Not true with a human marshmallow. A -1 when he has skilled is a net of 0. So he with 8 INT is at 2 points a level. On to the issue at hand....

As I look at the build I don't get it I'm afraid. Your obviously martial in nature by your stat allocation. With cleric spells its obviously very possible for you to boost yourself to be a wonderful martial fighter. However, that's all you got going for you. Travel helps only you (though very well) and luck only helps those you can touch. Because of the low wisdom you will not have great DCs for save or sucks and save or dies. With a 7 in charisma your channeling is non existent. I very respectfully believe that we need to not change the mission statement, but change our stats or deity. As it lies your an underpowered martial, sadly. We can adjust though if your open to it.

Edit: if willing to change deity I'd look at Arqueros honestly.


Renegadeshepherd wrote:

Not true with a human marshmallow. A -1 when he has skilled is a net of 0. So he with 8 INT is at 2 points a level. On to the issue at hand....

With 7 INT he gets 1 skill/level and he gets his human point for free.

Mechanically it is identical regardless of what race he is playing.

As far as reach clerics go, the build is pretty solid, or are you unfamiliar with the build?


Normally I would recommend dropping your Dex a bit, and take Heavy Armor Proficiency so you can wear plate armor and put some of your Dex points into Cha.

I saw that you want Combat Reflexes though, so maybe Martial Weapon Proficiency to use a reach weapon other than a longspear? Or Improved Initiative, so you can act earlier to get into a position where you'll be able to take better advantage of your reach and get some early AoOs when the enemies first start moving around?


Don't spend feats on proficiencies, it's a trap. You already have few feats as it is.

Personally I'm also playing a Reach Cleric, although he's a Dwarf so he gets certain weapon proficiencies for free. It's also possible to wear Heavy Armor without proficiencies if you can reduce the ACP to zero (Mithral Hellknight Plate with a Sash of the Warchampion should reduce it to 0, -1 from MW -3 from Special Material and -1 from the Sash).

If you want to play a Cleric of Desna that's cool. Luck domain is great, but I would recommend considering a god with the Glory domain because it is crazy good for martial focused Clerics (access to Heroism just can't be beat).


laarddrym wrote:

Normally I would recommend dropping your Dex a bit, and take Heavy Armor Proficiency so you can wear plate armor and put some of your Dex points into Cha.

I saw that you want Combat Reflexes though, so maybe Martial Weapon Proficiency to use a reach weapon other than a longspear? Or Improved Initiative, so you can act earlier to get into a position where you'll be able to take better advantage of your reach and get some early AoOs when the enemies first start moving around?

Reach Cleric build requires DEX and Combat Reflexes.

Idea being he stands back with a reach weapon and on his turns uses his standard action for buffs and/or spells and utilizes his attacks of opportunity to maximize his action economy so he can still get his hits in without having to skip out on buffs to do so.

It is one of if not the best martial cleric build out there for that reason.

The build does not focus on channeling at all, so dumping CHA really doesn't affect the cleric.


master_marshmallow wrote:
laarddrym wrote:

Normally I would recommend dropping your Dex a bit, and take Heavy Armor Proficiency so you can wear plate armor and put some of your Dex points into Cha.

I saw that you want Combat Reflexes though, so maybe Martial Weapon Proficiency to use a reach weapon other than a longspear? Or Improved Initiative, so you can act earlier to get into a position where you'll be able to take better advantage of your reach and get some early AoOs when the enemies first start moving around?

Reach Cleric build requires DEX and Combat Reflexes.

Idea being he stands back with a reach weapon and on his turns uses his standard action for buffs and/or spells and utilizes his attacks of opportunity to maximize his action economy so he can still get his hits in without having to skip out on buffs to do so.

It is one of if not the best martial cleric build out there for that reason.

The build does not focus on channeling at all, so dumping CHA really doesn't affect the cleric.

hence my use of the word "though", followed by two feat suggestions that would complement a reach cleric build.

Sovereign Court

I would recommend balancing out your stats a bit. Having only 1 or 2 skill ranks per level AND low charisma is pretty crippling for any out-of-combat situation. Particularly so for divine casters, whose spell lists tend to focus on buffs and "divine smite"-type effects (as opposed to arcane casters, who could substitute Levitate for Climb, Silent Image for Bluff, etc.). 16 Str and 13-14 Wis will get you a long way. 12 Dex is probably enough - the difference between 2 AoOs a turn and 3 tends not to come up too often, and you can always pick up a Str/Dex belt later if you want.

If you really want a martial edge, you might consider splashing a level of Fighter. You could get martial weapon & heavy armor proficiency for free and have Combat Reflexes and Power Attack right from 1st level, freeing up your other feats for whatever you want, as well as better HP and BAB. Losing a cleric level hurts, but you're getting quite a bit in exchange.

Oh yeah, and I'm not sure how big the average room is in Council of Thieves, but Enlarge Person on a reach build tends to be pretty devastating. The Plant domain/Growth subdomain gets it for you, or you can just keep a supply of Enlarge Person potions handy.


laarddrym wrote:
master_marshmallow wrote:
laarddrym wrote:

Normally I would recommend dropping your Dex a bit, and take Heavy Armor Proficiency so you can wear plate armor and put some of your Dex points into Cha.

I saw that you want Combat Reflexes though, so maybe Martial Weapon Proficiency to use a reach weapon other than a longspear? Or Improved Initiative, so you can act earlier to get into a position where you'll be able to take better advantage of your reach and get some early AoOs when the enemies first start moving around?

Reach Cleric build requires DEX and Combat Reflexes.

Idea being he stands back with a reach weapon and on his turns uses his standard action for buffs and/or spells and utilizes his attacks of opportunity to maximize his action economy so he can still get his hits in without having to skip out on buffs to do so.

It is one of if not the best martial cleric build out there for that reason.

The build does not focus on channeling at all, so dumping CHA really doesn't affect the cleric.

hence my use of the word "though", followed by two feat suggestions that would complement a reach cleric build.

Sure, but there really isn't a need to waste feats like that.

Improved Initiative might be okay, but I personally wouldn't invest in it unless I was trying to max my initiative with a higher DEX score and/or a trait as well.


master_marshmallow wrote:
Renegadeshepherd wrote:

Not true with a human marshmallow. A -1 when he has skilled is a net of 0. So he with 8 INT is at 2 points a level. On to the issue at hand....

With 7 INT he gets 1 skill/level and he gets his human point for free.

Mechanically it is identical regardless of what race he is playing.

As far as reach clerics go, the build is pretty solid, or are you unfamiliar with the build?

Yes I get reach clerics. But I'm of a different school then Brewster. Brewster, rightfully, in his guide stuck with traditional Golarian deities like Desna but we have been given a TON of other deities that allow you to do more with less then what Brewster had at the time of his writing. This is why his stat array made little sense to me. I personally believed that as posted the closest comparison is a barbarian. The barbarian has +10 movement, medium armor, better strength, more con, more HP, higher BAB, and almost as good will saves. But I shall digress...

I personally feel that a cleric is more than the sum of possible attacks of opportunities and 5 rounds of rerolls of D20s and that is why I commented such. My honest advice was given.


Add on: I believe that reactionary trait with this dex level would be enough to stay competitive against your foes in initiative rolls till about level 7 or 9.


I am unfamiliar with the build and I was looking for suggestions for what other people have been doing. I was looking at more of a support based cleric.

In another campaign, I am playing a barbarian and I was looking to change it up a bit. First time I tried playing Pathfinder, the DM made me a cleric of Sarenrae with fire and holy domains, and wanted me to be a frontline tank. To keep a long story short, it ruined my experience with clerics but I am looking to fix that.

I completely forgot about the BAB requirement for Power Attack, but I can easily switch that out. For the traits we have been given the option of either coming up with a character backstory and matching traits to it or rolling our way through the Ultimate Campaign book. I haven't put any time into that yet but Fate's Favored sounds like it would work well with this build and Reactionary or Exile would help too.


You are right about the point buy, I am at 21 points, but I don't know how to adjust, if I drop Int to 7, then I will have 1 extra point. I could drop Wis down to 14, then increase Str to 17 before the racial.

I am kind of worried about how to handle out of combat because I will have such low amount of skills every level.


Babbling Bazzar wrote:

You are right about the point buy, I am at 21 points, but I don't know how to adjust, if I drop Int to 7, then I will have 1 extra point. I could drop Wis down to 14, then increase Str to 17 before the racial.

I am kind of worried about how to handle out of combat because I will have such low amount of skills every level.

You have spells for that.

Also a point buy that may work for you:

16/14/14/7/14/9

Not including your racial +2, which can go into pretty much any of your stats without anyone telling you it's a bad choice. If you intend on focusing on combat, then I would say STR. If you intend to utilize your AOOs and play a bit more defensively, then DEX. If you feel like you need to live more than CON. If you want to give yourself access to your higher level spells easier then WIS.


I recently designed a reach cleric of Halcamora with the Varisian Pilgrim archetype.

He has the Growth and Luck domains, and can use them on his allies within 30ft.

As this guy has only got a 14 in Wis, that's 5 swift action Enlarge Persons on a martial ally within 30ft. a day.

I made the decision to not dump Cha on this guy, primarily so I can use the Bless equipment feat from Undead slayers handbook, to bestow things like ghost touch or Bane on my, or an allies weapon. Which I thought would be quite handy. And full channels will be a usefull standard action too.

Halcamora is NG, which is annoying as I can't use sacred summons! but there's still plenty of other great stuff this guy will be able to do.

There's lots of ways of doing a Reach cleric. Just mak sure you can have plenty of fun with the one you make. If you need skills, then don't dump Int, or use your favored class point.
You can play this concept without brutal min maxing and an Int of 7.

Hope you have fun!


A slight variation from the standard, fun, but not optimal

Human
Str 14, Dex 14, Con 14, Wis 15 (13+2), Int 7, Chr 11
Cleric - Separatist
Worship Iomedae
Domains - Heroism, Travel
Ninja - Sanctified Rogue

Traits – Magical Knack - Cleric (Magic), Purity Of Faith (Religion)

1 Cleric Dodge, Mobility
2 Cleric
3 Cleric Nimble Moves
4 Ninja
5 Ninja Gliding Steps, (Ninja Trick - Combat Reflexes)
6 Cleric
7 Cleric Sacred Summons
8 Cleric
9 Cleric Spell Focus – Conjuration
10 Cleric
11 Cleric Augment Summoning
12 Cleric
13 Cleric Divine Interference
14 Cleric
15 Cleric Superior Summoning


I think one of my challenges right note is I have no idea what the rest of my group is except for an inquisitor. Preferably I would like to do a support cleric that buffs his allies, and helps out in melee. I do thinking not dumping my Cha would help over dumping Int. If I was looking at domains for buffing other PCs, what should I be looking at?


Babbling Bazzar wrote:
I think one of my challenges right note is I have no idea what the rest of my group is except for an inquisitor. Preferably I would like to do a support cleric that buffs his allies, and helps out in melee. I do thinking not dumping my Cha would help over dumping Int. If I was looking at domains for buffing other PCs, what should I be looking at?

Some of the best domains for buffing allies are glory/heroism, protection/defense, nobility/leadership, and a couple others that are more situational. There is also debuffing your enemy which is usually just as good.

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