Sylph Cleric Build for RotRL


Advice


I'm looking for some help or a critique with my cleric build for RotRL. I've decided to create a Sylph with the Varisian Pilgrim archetype.

I'm having the most trouble picking a 1st level feat. I'm thinking Fleet to get a 40ft base speed, but I'm also tempted to take Combat Reflexes.

Character Build:

Rydia Windbourne
Sylph cleric 1
NG Medium native outsider
Middle-aged
Init +2; Senses Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 10 (1d8+1, favored class bonus)
Fort +3, Ref +2, Will +5
OFFENSE
Speed 40ft.
Melee glaive +2 (1d10+2)
Special Attacks channel positive energy 5/day (DC 13, 1d6+1)
Domain Spell-Like Abilities (CL 1st; concentration +3) 6/day—wind blast, bit of luck
Domains Luck, Wind
STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB +2; CMD 14
Feats Fleet
Skills Diplomacy +6, Heal +3, Knowledge (religion) +4, Sense Motive +3
Languages Common, Auran
Combat Gear Glaive, chainshirt

Varisian Piglrim: Fortunate Road, Caravan Bond

Sylph: Like the Wind (+5ft speed)

Traits: +1 heals and channel


I think you should first decide if you will be combat or casting focused. Then planning out a full set of feats will be easier.

Grand Lodge

+1 to gilarius.

I recommend being a caster cleric for ROTRL

Up your con to at least 14. You can lower your cha by 1 point and have no effect on your skills or channels per day.

Fleet is a terrible feat. I would change it.

For traits I would loose the channel. Take transmuter-eagles splendor. You actually have a hand full of transmutation spells. +1 CL is a great buff. Also casting eagles splendor gives you 2 extra channels a day.
Another trait of note. Fates favored.

I would avoid all channel feats. As it is typically a poor ability. Prevent damage beats healing. Divine intervention is a great level 11 feat for that.


Gilarius wrote:
I think you should first decide if you will be combat or casting focused. Then planning out a full set of feats will be easier.

My plan is to be a controller/buffer cleric - using Wind Blast/spells to control, Bit of Luck/spells to buff, Channel for most of my healing, and my reach weapon plus Combat Reflexes to also control (getting AoOs).

I don't expect to do a lot of physical combat, but I'm going to set myself up strategically to be able to cast or use a domain ability every round plus get AoOs. Which is why I thought a 40ft base speed would be helpful, especially since I don't have medium armor proficiency.

Edit: Also, upping my Con as a Sylph is tough. I have a natural -2 and Middle-aged makes it -3.

Edit 2: With 14 Con, these would be my stats - STR: 12 DEX: 14 CON: 14 INT: 9 WIS: 16 CHA: 14


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I would seriously consider making an Evangelist Cleric, taking the Heroism Domain and then build the cleric as a summoner who focuses on air and lightning elementals. Lots of buffs, cool thematic summoned creatures - what could be better?

Grand Lodge

I +1 what wiggs says...Don't worry about melee...let your expendable summons do it. Things in RotRL hit really hard and summons are a wonderful way to less incoming damage to your team.


Wiggz wrote:
I would seriously consider making an Evangelist Cleric, taking the Heroism Domain and then build the cleric as a summoner who focuses on air and lightning elementals. Lots of buffs, cool thematic summoned creatures - what could be better?

Is losing Channel worth it? That seems dangerous, especially in RotRL.

I love the idea of summoning air and lightning creatures, but losing Channel and the spontaneous healing worries me. Are there other routes?

Edit: Also, none of the deities that grant the Heroism subdomain make sense for a Sylph (in my opinion).


MehWhyNot wrote:
Wiggz wrote:
I would seriously consider making an Evangelist Cleric, taking the Heroism Domain and then build the cleric as a summoner who focuses on air and lightning elementals. Lots of buffs, cool thematic summoned creatures - what could be better?

Is losing Channel worth it? That seems dangerous, especially in RotRL.

I love the idea of summoning air and lightning creatures, but losing Channel and the spontaneous healing worries me. Are there other routes?

Edit: Also, none of the deities that grant the Heroism subdomain make sense for a Sylph (in my opinion).

I recommended Evangelist/Heroism because of all the buffs you would be able to lay down. If healing is important to you, you could go standard Cleric and still make a very respectable summoner.

I don't tend to lock Clerics into Domains based on deities but if you give me the two Domains you're interested in I could make you a sample build.

Also - channeling is not a bad class feature but it's a lot weaker than it seems and it's not something you'd want to build a Cleric around.

Silver Crusade

So, you are considering playing an Evangelist Cleric. Your allies kill stuff faster, so they take less damage, so they need less healing. The increased combat effectiveness of all your allies from Inspire Courage more than compensates for 1-2 HD less channel healing.

One error on the sheet: Glaive with 14 STR does 1d10+3, not 1d10+2.


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Magda Luckbender wrote:

So, you are considering playing an Evangelist Cleric. Your allies kill stuff faster, so they take less damage, so they need less healing. The increased combat effectiveness of all your allies from Inspire Courage more than compensates for 1-2 HD less channel healing.

One error on the sheet: Glaive with 14 STR does 1d10+3, not 1d10+2.

That's a nice link, Magda.

Side note - coolest Cleric I ever saw was a Dwarf made for the Way of the Wicked. Domains were Madness & Heroism (read fanatic) and he was equal parts Summoner, Buffer and Debuffer. Best trick was a Preferred/Perfected Planeshift used offensively, usually after Visions of Madness floored saves. Banishing your for to hell sure beats bonking him over the head with a blunt object.


Magda Luckbender wrote:

So, you are considering playing an Evangelist Cleric. Your allies kill stuff faster, so they take less damage, so they need less healing. The increased combat effectiveness of all your allies from Inspire Courage more than compensates for 1-2 HD less channel healing.

One error on the sheet: Glaive with 14 STR does 1d10+3, not 1d10+2.

The links are great (and thanks for the correction). It might help to mention my party's setup. We'll have a fighter, rogue, barbarian, monk, and sorcerer (blaster), so an Evangelist would probably be perfect for this group. But, obviously, they'll need support.

I'm stuck with Shelyn now (we're not allowed to change backgrounds), but a cleric of Shelyn that sings makes sense to me. Would Luck be the better domain option over Wind, even as a Sylph?


The wind blast is not an ability which ages well. Bit of luck OTOH will be good forever. There's no comparison between the higher level abilities either. Yes, Luck is better than Wind even if you've a higher caster level with the Wind abilities.

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