After a week of work, I present my Cleric for review! Advice / suggestions / tips welcome


Advice


As the title says, I have finally put together my cleric after spending WAY too much time reading up on everything I could get my hands on. It's my first time playing a character with spells in pathfinder, and starting at level 12 threw a LOT more option than I had expected lol.

Anywho, Campaign has us playing as powerful nobles trying to defend our land from invasion. To stress the 'powerful' part, the DM gave us a crazy 30 point buy, 120,000 Gold, and level 12. We also have leadership as a free feat. Crafting pre-game was approved.

That out of the way... I present Kytera!

Character name: Kytera Mesi
Race: Human (Medium Size)
Alignment: Neutral Good
Gender: Female
Age: 26
Height: 5"5
Weight: 133 pounds
Hair Color: Blond
Eye Color: Blue
Class: Cleric, Evangelist
Level: 12
Deity: Tymora
Domain: Heroism

(DM has us using Forgotten Realms Gods, so I requested Tymora with Heroism domain, appealing to her portfolio of Adventurers).

HP 93
CASTER LEVEL: 12 INITIATIVE: 7
AC: 33 TOUCH: 17 FLAT: 27
FORT SAVE: 9 REFLEX SAVE: 10 WILL SAVE: 18
CMB: +7/2 CMD: 24 FLAT-CMD: 18
Melee: +4/-1 Ranged: +12/+7

STR: 7 -2
DEX: 22 +6
CON: 12 +1
INT: 14 +2
WIS: 29 +9
CHA: 13 +1

(Starting were STR 7, DEX 16, CON 12, INT 12, WIS 20 (with +2 racial), CHA 13. +6 DEX belt, +6 WIS headband, 3 level increases to wisdom, and +2 INT Ioun Stone).

Languages: Common, Celestial
Traits: Hedge Magician (5% off Crafting Costs)
Dangerously Curious: +1 Use Magic Device and it’s a class skill

Weapons: Masterwork Shuriken (10 of them)
Throwing Weapon, Range 10 Feet.
Criticals on a 20, deals x2 damage
Two attacks, attack roll bonus: +13/+8
Damage: 1d2+6 Piercing Damage

Armor: Celestial Full Plate
AC:12 DEX: 6
Check Penalty: -3
Cast: Overland Fly, once a day

Shield: Celestial Shield
AC:4 DEX: -
Check Penalty: -
Cast: Feather Fall, once a day

Feats: Craft Wondrous Item, Craft Magical Weapons/Armor, Craft Rods, Scribe Scrolls, Extend Metamagic, Reach Metamagic, Quicken Metamagic, Leadership

Powers:
Evangelist: Spontaneous Casting, Sermonic Performance, Public Speaking
Domain: Touch of Glory, Aura of Heroism
Cleric: Channel Energy 4d6

Proficiency: Simple Weapons, Light Armor, Shuriken (Tymora's Weapon apparently)

Acrobatics: +3
Appraise: +2
Bluff: +2
Climb: -5
Craft: +2
Diplomacy: +17
*Disable Device: +3
Disguise: +1
Escape Artist: +3
Fly: +4
*Handle Animal: +1
Heal: +13
Intimidate: +1
Knowledge Arcana: +6
*Knowledge Dungeoneering: +2
*Knowledge Engineering: +2
*Knowledge Geography: +2
Knowledge History: +6
Knowledge Local: +3
*Knowledge Nature: +2
Knowledge Nobility: +6
Knowledge Planes: +6
Knowledge Religion: +6
*Linguistics: +2
Perception: +22
Perform Oratory: +5
Profession Smith: +13
Ride: +3
Sense Motive: +15
*Sleight of Hand: +3
Stealth: +18
Survival: +10
Swim: -5
Use Magic Device: +18

*Untrained Skills

Light Load: 26 (Ant: 69)
Medium: 46 (Ant: 138)
Max: 70 (Ant: 210)
Overhead: 70
Off-Ground: 140
Push/Drag: 350

Carried Weight: 56 (Use Ant Haul daily)
Coins: 123 Gold

Items: Weight:
Greater Reach Rod: 3x uses of Reach Metamagic 5
Quicken Rod: 3x uses of Quicken Metamagic 5
Belt of Incredible Dexterity: +6 DEX 1
Headband of Inspired Wisdom: +6 WIS 1
Cassock of the Clergy: 1
Boots of the Cat: 1
Jingasa of the Fortunate Soldier: 3
Ring of Sustenance:
Sleeves of Many Garments: 1
Wayfinder w/Scarlet and Blue Sphere Ioun Stone 1

Handy Haversack: 5
In bag:
Wand of Cure Light Wounds: Heal 1d8+1, 50 Charges
Tymora Holy Symbol
10 Masterwork (+1) Shurikens

Ioun Stones:
Scarlet and Blue Sphere: +2 enhancement bonus to Intelligence (In Wayfinder, gives +1 Will Save)

Cracked Dusty Rose Prism: +1 competence bonus on initiative checks

Cracked Dark Blue Rhomboid: +1 competence bonus on Perception and Sense Motive checks

Cracked Pink & Green Sphere: +1 competence bonus to CHA skill; Use Magic Device

Cracked Mulberry Pentacle: +1 competence bonus to Diplomacy, Bluff

Cracked Scarlet and Blue Sphere: +1 competence bonus on one Intelligence-based skill; Spellcraft

Cracked Incandescent Blue Sphere: +1 competence bonus on one Wisdom skill; Survival

Cracked Orange Prism: Add one 0-level spell to user’s spells known or prepared

Dull Grey Prism of Heightened (Lv 4) Continual Flame: Ever lit torch, dispels most magical darkness

Spells:

Level 0: 6 spells (+2 from items. Orisons are unlimited use)

Read Magic
Detect Magic
Spark
Create Water
Mending
Guidance

Level 1: 7 Spells, 1 Domain Spell

Spontaneous Spell: Command
Domain Slot: Shield of Faith

Sanctuary
Obscuring Mist
Ant Haul
Air Bubble
Abundant Ammunition
Moment of Greatness
Touch of Truth Telling

Level 2: 6 Spells, 1 Domain Spell

Spontaneous Spell: Enthrall:
Domain Spell: Bless Weapon

Grace
Communal Protection from Evil
Silence
Shatter
Calm Emotions
Weapon of Awe

Level 3: 6 Spells, 1 Domain Spell

Spontaneous Spell: Tongues
Domain Spell: Heroism

Stone Shape
Communal Resist Energy
Dispel Magic
Bestow Insight
Bestow Curse
Create Food and Water

Level 4: 5 Spells, 1 Domain Spell

Spontaneous Spell: Suggestion
Domain Spell: Holy Smite

Freedom of Movement
Blessing of Fervor
Debilitating Portent
Restoration
Death Ward

Level 5: 5 Spells, 1 Domain Spell

Spontaneous Spell: Greater Command
Domain Spell: Righteous Might

Breath of Life
Fickle Winds
True Seeing
2x Summon Monster 5

Level 6: 3 Spells, 1 Domain Spell

Spontaneous Spell: Quest
Domain Spell: Greater Heroism

Greater Dispel Magic
2x Heal

Final Thoughts:
I ended up not going 'full defense' with Rings of Protection, Amulet of Natural protection, etc, as the other party members didn't seem to be doing so either. I don't know everyone's AC exactly, but someone mentioned having a 28 AC and everyone though that was good. I didn't want to have such a huge AC difference that it became an issue. The money I saved let me get a Quicken Metamagic rod, so I can't complain too much.

Right now, I'm trying to balance my spells between buff and 'be prepared for anything' as I don't know the DM's style yet. I worry I have too much of the later, not enough of the former.

I won't be doing much damage (if any, really) in battle, but I'm playing as she is a commander of troops, and doesn't get involved directly when possible. She stands back, throws out buffs, emergency heals, etc. Later on, I might try getting her a wand of some kind, or throw tanglefoot bags.

Oh, other party members are not all finished yet, but we have a Monk, a Magus-like class (said it was a modified spellsword from an older edition of D&D) and a Wizard (he seems to be doing some self-buff and attack with a sword build, but I'm not sure of the details). There are two other players who I've yet to talk with at this time.

My battle plan is to put down buffs fast, like:

Round 1:
Standard Action: Priority Buff spell (Blessings of Fervor?)
Move Action: Start Inspire Courage (Sermonic performance)
Quick Action: Aura of Courage (Acts as Heroism)

Round 2:
Standard Action: Summon Monster V
Quick Action: Buff and/or heal w/rod as needed (Communal Resist Energy, Communal protection from evil, Death Ward, Fickle Winds, Heal, etc)

From there, I can throw a few more buffs, a few debuffs (Dispel, Bestow Curse, Debilitating Portent), and generally trying to keep the team going. My reach rod lets me hit with Breath of Life and Heal up to 800 feet away, so that shouldn't be a problem for emergency healing; otherwise I'll channel after battle.

Then there's the long list of situation spells, from air bubble to calm emotions. On the rare occasion I need to do draw a weapon, I have Abundant ammunition to keep me stocked with Shuriken to throw.

Out of battle, Touch of Glory boots my CHA skills by 12, so my diplomacy will be +29. Add in the bonus' from Evangelist, and I can talk my way out of most anything.

Concerns:

1. I worry if I have too many situation specific spells, and not enough buff spells. Any suggestions for better support/buff spells?

2. Extend Metamagic. I took the feat as it seems a good idea in theory, but I'm not sure how to best use it. Most of the spells seems to last fairly long on their own. Any ideas how to use this, or should I replace it?

3. Alignment. I almost went with Lawful Good instead of Neutral good, but that seems such a harsh alignment to play. I'm traveling with a Paladin cohort and she's supposed to be a noble (meaning she likely makes some of the laws) so not sure if Lawful good would be better. Still Tymora is Chaotic good, so maybe Neutral good splits the difference?

I know this is long, but I tried to be detailed. Perhaps too detailed lol. Oh well. Thanks for reading all of this. Your time is much appreciated!

V


With those stats, who needs advice?! Remember that you can leave some of your spell slots 'blank,' ie not committed. You can then pray for 15 minutes to fill it in. That's esp. important for the Cleric's situational healing spells. With Wisdom that high you'll have lots of spells per day.


Can you keep slots free? I read the cleric FAQ that says you can do so, but it doesn't say so on the paizo site or the SRD.

http://paizo.com/prd/classes/cleric.html

http://www.d20pfsrd.com/classes/core-classes/cleric

And yes, I know the stats are high, but that doesn't mean I know how to use them. I'll likely never see such a high point buy build again, and I don't want to screw it up. I think I've done a good job, but that doesn't mean there isn't room for improvement, you know?

So yea, if you (or anyone) has the patience to read my long winded rant (I didn't realize how much I was typing when I did so) I do appreciate advice.


It is in the core rulebook under divine spells, I believe. Can't do much better from work

Shadow Lodge

Its under Magic and then Divine Spells.

Spell Selection and Preparation:
A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.
Divine spellcasters do not require spellbooks. However, a divine spellcaster's spell selection is limited to the spells on the list for her class. Clerics, druids, paladins, and rangers have separate spell lists. A cleric also has access to two domains determined during character creation. Each domain gives her access to a number of special abilities and bonus spells.


I'd strongly advise against dumping your strength that low. With 7 Strength you have a light load of 23lb or less. You're at medium encumbrance with your armor alone without ant haul. The party cleric is a pretty prime target for dispel magic too.

It's also worth having a melee weapon of some sort, even just a spiked gauntlet or dagger will do. You should be able to use both while grappled and you never know when something will swallow you whole and you'll *need* that dagger. Bear in mind that to get benefit from your Inspire Courage and Aura of Heroism you'll need to be within 30ft of the frontlines. Also, unless I've missed something, I don't think your shuriken should be doing d2+6 damage. There's no feat adding damage, and due to strength penalties the damage should be d2-2(Min 1).

You also don't have a cloak of resistance of any kind. They're incredibly good value, and can help a lot. Despite the good Fort save progression on the Cleric yours is pretty average due to low Con. Failing a Fort save can take you out of a fight completely. Failing a couple to Suffocation etc will outright kill you.

With regard to spell selection - you've only really got enough of your stated spells for one, maybe two combats per day. Having either a second Blessing of Fervor or leaving a spell slot open to get another is a good idea. Currently you'll own the first battle of the day but find it hard to do anything but Inspire Courage and the Heroism domain Aura in subsequent fights.

It seems you've put a lot of thought into this build, and I wish you well.


You don't seem to be using any of your meta magic feats on your spells. You could try dropping them and just adding a +5 to the DC of creating rods with craft rod as per the rules. Crafting DCs are ridiculously easy if you just invest ranks to Spellcraft. Frees up 3 feats to invest elsewhere. I'd suggest discordant voice to start with as it adds sonic damage to your allies attacks when you're inspiring.

You could think about medium armor proficiency if you don't want to take the celestial plate's armor check penalty to attacks or if you're keen on not attacking much and using summons I'd go with augment summoning and superior summoning, but that may be best if you're using summon monster 6 to get multiple creatures off the level 5 table.

You have summon monster V listed as a standard action as your round two, but I think you meant it to be a full round as there's no move action listed and the spell is a 1 round casting time.

You have 5 greater reach rods, but only 13 spells from 4th to 6th level with many you don't need reach on. I'd drop one or two (if not all but 1) to free up money. Make lesser rods for your 1st to 3rd spells and regular reach for 4th to 6th. Same deal with your 5 quicken rods. You're losing a lot of money you should be investing in pearls of power and other items like a cloak of resistance.

With a bunch of free money it might also be worth dropping craft magic arms and armor as well. You don't use a magic weapon and you only have celestial plate and shield so you could spare the cash to just buy those and free up another feat.


I'd agree with you on feats MartialMadness. There are some very useful ones like Improved Initiative and Augmented Summons that would really help. I'd almost suggest Sacred Summons to get hold of standard action summoned creatures of your alignment subtype but NG doesn't have many good summons at SMIV, V and VI, even with Summon Good Monster.

Silver Crusade

Wow, that's a powerful cleric, and you've obviously put a lot of thought into it. Magda is a 10th level Evangelist Cleric with a 20 point build and below-average Wealth by Level, played up from level 1 on the SLOW XP path. Magda took the exact opposite build approach: instead of a caster/support cleric, she's a melee beatstick tank who also supports and summons. Both are Evangelist Clerics, but their play-styles are so different they may as well be a different class.

I'll suggest a few minor improvements. Overall, pretty solid and thorough:

1. Sacrifice some WISDOM or DEX for more CON and a little more Strength. STR 7 is terribly weak and unable to lift and carry your own gear. Increasing CON to 14 will increase your survivability.

2. Change your +6 DEX belt into a +2 DEX/ +4 CON belt. Combined with a slightly higher starting CON this gets you an extra 36 HP. AC won't protect you very much vs. the foes you will face. There's not a big difference between AC33 and AC31. HP are more important. There's a big different between 93 HP and 129 HP. The Toughness feat would get you 141 HP. A serious foe will have no trouble hitting AC 33.

3. Leave at least one open spell slot at every level. This is especially important for an Evangelist, since you must prepare Cure spells. Open spell slots allow you to prepare whatever spell is needed, with just a 15 minute wait. E.g. You learn that there's a dragon in the neighborhood, so you rest 15 minutes and prepare Communal Energy Resistance and Protection from Energy. E.g. You need to journey by boat, so you prepare Water Walk (to save yourself from drowning, should you fall overboard in heavy armor with low strength).

4. Consider taking some Summoning feats. Summoning is often the most powerful offensive option for an Evangelist Cleric: you suggest Summon Monster V as a good opening spell. Augment Summoning, Superior Summons, and Sacred Summons will all greatly power-up your summons. Combined with your Inspire Courage & Aura of Courage, all your summoned creatures will be +7 to hit for +5 damage.

5. Don't neglect using your l'il lasers: Lantern Archons. They are the only Summon Monster III creature that remain viable to high levels, because they make touch attacks. Your Inspire Courage does work on their attacks. Each gets two touch attacks (+6 to hit) for 1d6+3 damage (counting your Inspire Courage). That's 10+ average HP damage, each, versus easy-to-touch foes. Superior Summon Monster V will get you 3-6 of them, and you can cast the spell multiple times. I've seen small swarms of l'il lasers used to drive off/defeat mighty dragons.

6. Did you know that your extended Magic Vestment spells last 24 hours? This allows you to use OPEN SPELL SLOTS to enchant armor and shields to +3, at no cost. E.g. Carry two 3rd level Open Spell Slots. Each night, before sleeping, prepare and cast Magic Vestment on your armor and shield. Both will be +3 for the next 24 hours, and you have those open spell slots back the next day. This trick also works for Greater Magic Weapon (4th level spell, though, so no Lesser Extend rod) to get +3 weapons. This allows your Fighter to e.g. wield a +1 weapon with a bunch of specialized enchantments, which you can then all-day buff to a +3 weapon, still with all those specialized enchantment. You might want to tell your allies about this option, before they go wasting their money on a +3 weapon. An ally who will rely on this might want to buy you some appropriate Pearls Of Power, which are still much cheaper than +3 armor, +3 Shield, and +3 weapon.


Ok, learned some things here. I didn't realize I needed to prepare my spells as Extended, Quickened, etc. That does change things a bit.

For my rods, I don't have 5 rods. The formatting was a bit screwy... I had written the weight of the rods. I have one Quicken Rod, and one Greater Reach Rod.

For the stats, I focused on WIS for spells and DEX for initiative/AC. I could go more CON for HP, though the general idea was 'not be hit.' I liked the idea of a cleric with celestial armor, and it seems a shame to not use it's full DEX bonus. STR doesn't do anything for me, as I have spells for climbing, swimming, and carry weight (I'm hoping to talk the DM into letting me get a muleback harness like item in the future). I suppose I could lose some CHA or INT for more CON, though I do like me some skill points. If I drop CHA to 10, I can bump CON to 14. My CHA skills can get boosted by touch of Glory if need be, and the only other thing it does (as I can recall off hand) is my channeling.

For the summoning feats... are they really that helpful? I read over those, but they didn't seem that impressive to me.

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