New Cleric help needed


Advice


New to Pathfinder and attempting to create my first character Dracus the Cleric, and wanted to ask for advice, tips, comments on what i have created so far, am i going down the right lines with the build, all comments welcome.

http://i28.photobucket.com/albums/c215/Wesley_Blake/Dracus_zps4b977dd6.jpg

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

Are you going for pure Cleric or some kind of Mystic Theurge build?


I like the idea of being a pure healer, with Crazy healing skills/spells, and let the others do the damage.
as for Mystic Theurge build,what is it, and how would it benefit me?

sorry,i'm totally new to this


First question, is this point buy or are these rolled?

Second are you going straight cleric? if yes drop that INT, no reason to have it in my opinion. Boost up your CHA. Also just cuz you can cast a decent amount doesn't mean you can't smash face. STR and Dex are fun to have. I love casting bunch of fire spells as a cleric next to the wizard, then pulling out the ol' mace and shield.

If you are going mystic theurge, I don't have a lot of advice for you.

Also don't forget that you can spontaneously cast cure spells instead of your 1st level spells you prepare. Thus you can prepare Summon monster 1 for example but instead of casting it, if you need a heal cast cure light wounds using up the SM1. (noticed you have cure light wounds 3 times as your 1st level spell.

Good Luck! I love playing clerics and doing non-sterotypical cleric things.

EDIT:

IF straight healer switch out int for CHA, extra 4 channels a day baby!


what do you mean by point buy or rolled, i was of the understanding that i had 20 points to add to a base characters stats,? is this correct?

i like the idea of getting more channels per day,

i went for the 3 cure light wounds because i wanted to be able to heal over time, and not just have one heal and then done, but with the additional channels i can drop 2, easily,
i went for Bless and Summon Monster I

dropped INT down to 10 and CHA up to 18 to get the additional channels

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

First of all, don't be sorry. We were all new once.

Mystic Theurge is what is known as a prestige class. You gain access to it at later levels and qualify by fulfilling certain requirements. The Mystic Theurge combines arcane and divine spellcasting under one roof. You could qualify by having 3 levels in Cleric and 3 in Wizard for example, and it would allow you to simultaneously advance your Cleric and Wizard spellcasting.

http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/mystic-theur ge

If you want to multiclass into Wizard (or Witch) and go down the Mystic Theurge route, your high Int will come in handy. Otherwise, you are probably better off putting the points into your other stats so that you can either fight better or channel more often.

As far as being a pure healer, I know from experience that pure healing is generally weak. The healing spells (except for Heal) do not keep up with the damage you can prevent to the party by either attacking or casting other spells. Typically a Cleric is at least partly combat-focused with its 3/4 BAB and armor proficiencies allowing it to stand its ground in melee. That said, you are welcome to ignore that and focus on pure support (buffing allies and debuffing enemies) and it would not be terrible. Since you are a good-aligned cleric, you should never prepare cure spells. Why? Because you can turn any other spell you prepare into a cure spell on the fly. Instead consider preparing Comprehend Languages in case you need to decipher a mysterious note, Murderous Command for a really strong lv1 debuff, Protection From Evil for a strong buff for a friend, or Obscuring Mist for battlefield control. When you get a few caster levels, you may even want to summon monsters to soak damage and fight alongside you. And when you need a cure spell, you can sacrifice any one of these spells to cast Cure Light Wounds.


A good-aligned cleric can sacrifice a prepared spell and cast a cure spell instead. So aside from the domain slot at each level (which if you're Healing domain would be a cure spell) the rest can be anything - you can just scratch 'em off for cures instead if you need to.

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

The way point buy works is you get 20 'points' to spend on increasing your ability scores. It starts out cheap, but the higher you increase an ability score, the more it costs to increase it further. Here is a handy page on ability scores with a point buy calculator that I use:

http://www.d20pfsrd.com/basics-ability-scores/ability-scores


ok, i played a game last saturday at the Free RPG event near me, and received a chronicle sheet, not sure what to do with that,

so what i'm reading is pure healer = weak player, so go for a mix to give more strength to the character,

if i wanted that should i look at a pally healer who can also tank?


OK L33Fish, so from that, i am guessing that i have overspent on my character build then, as i allocated them as 1 point per level, so just spreaad 20 points over the different stats...Correct?


First off. sometimes people create characters based off point buy system where you can allocate points into your stats. Another way, how I and my typical group play, is by getting our stats from rolling dice. It seems you are doing point buy however so you can ignore that question.

Second, I have never used Hero lab, but using a point buy system your points don't add up to 20, see the link for details on how the point system works(http://www.d20pfsrd.com/basics-ability-scores/ability-scores) 20 points does not mean you can spend them equally everywhere. The higher the stat the more it costs to increase it.

(I would recommend this for stats based off what you have said:
Str:10
Dex:11
Con:11
Wis:16
Int:10
Cha:16

These stats add up to 20 points and then include racial ability modifiers)

Third, you don't have to prepare cure light spells to use them as a good cleric. You could prepare Bless, Sum. Mon. 1, and Remove Fear if you wanted. But then as the day goes on, you can use spontaneous casting to cast Cure Light Wounds instead of casting 1 of your prepared spells.


yes, i understand being able to sacrifice a spell to convert it to cure light wounds, i've reduced my stats to your suggested as i see now the cost per level for each stat,


is this a method i could use to establish my base stats?

Dice Pool: Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the GM should increase the total number of dice to 28. This method generates characters of a similar power to the Standard method.

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

Chronicle Sheets are used to track a character's progress in Pathfinder Society. They list experience, gold, and prestige gained in the course of an adventure. If you are going to be playing a lot more PFS, you'll collect them and be able to use them to level up and buy equipment for a character.

You don't have to look at the Paladin if you don't want to. Clerics can make solid off-tanks and their spells can bring a lot more utility to the party than the Paladin's spell list. The Paladin can dish out a lot more damage than the Cleric and can take hits better too, but I think it is a very different play style than what you are going for. Correct me if I am wrong, but it seems to me like you want to help your allies be more effective in combat and want the ability to heal as well.


yes thats right L33Fish, a support character, keeping the team alive and giving them buffs

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber
gaffer77 wrote:

is this a method i could use to establish my base stats?

Dice Pool: Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the GM should increase the total number of dice to 28. This method generates characters of a similar power to the Standard method.

It depends on where you are playing. If you are playing Pathfinder Society, you have to use 20 point buy. Otherwise you should ask your GM.


I will check up on that point!


Your DM typically tells you how you're going to create your character. If you are building for PFS then you use a 20 point buy.

Base scores for a 20 point buy are 10 in each stat. Add and subtract per the table in the link above. Then add (or subtract) your racial modifiers.

EDIT; Ninja'd by L33Fish!


so playing around i've added a Scimitar as my primary weapon, but cant really get any armour without being overencumbered...guess i will just have to level up before i get geared out

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber
gaffer77 wrote:
yes thats right L33Fish, a support character, keeping the team alive and giving them buffs

hmm. I have generally found the cleric to be a bit more of a self buffer and enemy debuffer than an ally buffer type class, but maybe I don't really know how to play it that way. Although some Cleric domains will give you strong ally buff spells such as Enlarge Person, most good ally buff spells on the cleric list are level 2 and up. I have, however played a Bard as a pure support and had a blast with it. You would still get your healing spells, you would get a lot more skill points, and you would have an awesome party buff in the form of performance.


i will be playing along side:
Barbarian 3
Bard 1
Witch 2
Gunslinger 3

so, want to add a good balance to the team, thoughts?


Cleric was and is a good choice in my opinion for this group. The Bard(if just a vanilla bard) should do party buffing already once in a while. Even the witch can buff the party if they choose to(depending on the witch). Make sure to get some armor with that scimitar, and help fight when needed, provide flanking and such.

If you are carrying too much weight, get a donkey to carry your non-combat equipment around.


also, was it wise to pick a profession at level 1?
I went for Architect???


I appreciate the multitude of responses from our peers on heres already.

As someone who seems to play clerics (or cleric multiclasses) almost exclusively, I would consider what type of Cleric you want to play, and likewise, advise against a "pure healer" build. The high Charisma for channeling is good advice toward that goal, however high Charisma is not that useful a stat to buff up to 18 apart from that, focusing on Channel can eat up your feats for not much pay off.
Dropping a prepared spell for heal spells is certainly useful, but as someone who intentionally played a negative energy tank, you can do without it if there is alternative healing (MOST prepared APs and Modules have at least SOME magical healing available, but it is always good to have party produced backs ups).

So, if I am hearing you right, you want to stand back. Great. Heal? You'll do fine with a high Charisma, a decent Wisdom and positive energy. What sort of Deity/Concept will your Cleric devote himself too? That negative energy cleric was devoted to the ideas of destruction and retribution in service of the Lawful Neutral Abadar. These things help your path, If your DM allows, picking your Domains over Deity priority can be powerful. Enlarge is a good spell, btw, it only comes on your list via certain Domains (Strength).

As a new player, I recommend you stick to core Domains and whatever Deities your DM recommends.

I currently play my own concept cleric/cavalier (or clevalier if you will). Admittedly, I am a bit of munchkin, so the character is more effective than your average multiclass, but it focused on an idea of using pole arms and is further enhanced by the tactics and build concepts of the "Reach Cleric."

I can scarcely convey how powerful the combination of decent base attack, a reach weapon and combat reflexes with a decent dex and stats is for my character.

The idea that I can start early (high-dex and/or improved initiative crucial), position my character, threaten 10ft out and choose to buff or take another action and simply THREATEN Attacks of Opportunity against melee and caster opponents is pretty badass. Some special character creation and I get Enlarge as a once per day ability and I can increase that reach to 15 and double the damage dice. I play a switch hitter, so a two-hander close range and a bow are essential, but yes, all those options can be difficult for a new player (and the lack of feats, special ability balancing and skill selection can be challenging to say the least).

SO, my advice?

Take a decent domain (maybe for both domains) that appeals to you, (Strength, Travel, Luck and Protection all seem better than average and still work with basic concept). Your group will be good enough at damage dealing, but lacking in casting.

Go full cleric

(or multiclass no more than 3 levels, or lose no more than 3 casting levels prestige classing, that way you will get 9th level spells, domain spells typically being the best spells if you choose well).

that way you get full casting. Pick up a long spear regardless of favored weapon *(you'll be proficient regardless) and option the high-initiative strategy of moving up to 15ft away or so away from melee foes (Watch out for that 5ft square! You will not be able to attack adjacent foes without switching weapons or five foot adjustments)

The gunslinger is already deadly accurate and high damage at 10ft (or further if they go rifle), so you threatening at 10 ft as Attack of Opportunity blocker would do him some favors and still keep you safe when he shoots whoever attacks you on his next turn.

Protect the witch, bonus. When the barbarian rushes in, switch to support and/or combat in close or use your reach to control squares you threaten to protect the witch and bard who will not be as eager to rush into combat either. You can heal the party within 20 ft via channel or drop a prepared spell to touch them for d8 cure spells.

Everybody wins and the likelyhood of people dying without doing something stupid or getting really unlucky go down.

Most of all? Play a character you want to play.

Many of my characters have a dip in Profession. While not very useful, it can help RP and with occasional rolls that may not be already covered by the skill-monkey jack of all trades Bard (and possibly Gunslinger).

I would pick soldier, sailor, artisan or herbalist over "Architect," but you bring your own flavor to the game.

Remember, casters and healbots who stand off from the action get targeted by non-engaged foes as a rule, you will get bloody, so don't neglect your Armor Class or Constitution if you can. High Dex and reasonably non-restrictive armor will help with this at low levels at least.

Keep in mind! Your best friend is early warning and with preparation the Cleric Spellbook is tough to beat!

Scribe scroll is handy, but not necessary for divine casters (buy scrolls, prep well ahead and watch your channels to keep the party alive). The good thing about preparing or buying scrolls is having that odd utility or emergency spell ready when you wouldn't have normally prepared it.

You only have to have fun playing, but if you want to be an effective partner, don't dump your Cleric's wisdom or physical stats so you don't get him or the rest of the party in deadly trouble.


Clerics are my class of choice. There isn't a lot more than making sure get your wisdom up enough to cast the higher level spells. I like making my clerics more support based because dead enemies do no damage while an enemy with 1 he left can still crit.

Any way, biggest thing I missed as a new player was the utility of scrolls and wands of the cure spells. It allows you to heal more than just your spells per day.

Silver Crusade

The "Merciful Healer" archetype seems like a good fit for you because at 3rd level you get: Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells. With only the Barbarian in your party as a front line fighter, you'll end up using the scimitar a lot. And you may want pick up the feat: Dervish Dance (Ex) if you don't want a shield so you can dump stat points into Dex over Str.


not provoking attacks sounds very useful!!

Silver Crusade

gaffer77 wrote:
not provoking attacks sounds very useful!!

Nah, none of my clerics have ever taken an Attack of Opportunity while healing. If in doubt, you can cast a Cure spell first, then move to your wounded friend and touch them (automatically) to deliver the healing spell. If you somehow get pinned where you can't cast safely, and healing is needed, then your channelling does the job without provoking.

@OP I hope you enjoy learning to play the cleric. They can be a lot of fun.

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