Feat suggestions for a lv1-13 Cleric


Advice


I'm looking to build a cleric for an upcoming run through the Jacob's Tower dungeon crawl. From what I can tell (without being a dirty little cheater and spoiling myself . . .) the dungeon takes characters through level 1 to 13. I'm mostly satisfied with my character concept, but I'd like to have my feats planned out in advance and am open to advice in general. The party composition is myself, a natural attack Goblin Barbarian, a 2-handing Human Fighter, and another Human Fighter or Rogue (he hasn't decided.). I suggested maybe he play a class with access to arcane spells, but he's very new and feels as though a spellcaster would be too complicated.

Level 1 Character looks like:

Race: Aasimar
Class: Cleric of Urgathoa
Domains: Undead (Death) and Divine (Magic)
Traits: Fates's Favored, Unscathed

STR: 14, DEX: 8, CON: 14, INT: 14, WIS: 16 (14 +2 racial), CHA: 14 (12 +2 racial)

The reason for the high INT is because I will most likely be the smartest, wisest, and prettiest person in the party (everyone else has either dumped or ignored these stats), so having a few extra ranks to spend on knowledges and face skills will hopefully be appreciated. Will be investing most ranks in Kn. Religion and Spellcraft, but will put one or two into Heal (at least until I can take 10 to make the DC to heal HP damage), Kn. Planes, Kn. Arcana, Diplomacy, and Sense Motive.

My planned feats are:

Lv1. Scribe Scroll
Lv3. Command Undead
Lv5. Divine Protection
Lv7. ?
Lv9. ?
Lv11. Divine Interference
Lv13. ?

Originally I was planning on taking metamagic feats such as Reach Spell, Extend Spell, and Quicken Spell leading to Spell Perfection at level 15. However because we will not be reaching lv15, I am unsure if those feats are still worth taking or if I should/will be able to purchase metamagic rods for them. In that scenerio, what feats would you recommend for a Support Cleric/Necromancer who is also hoping to be able to be respectable (not amazing, but competent) in melee?

Grand Lodge

It would be a shame to be a Cleric of Urgathoa without taking Potion Glutton.
I'd also take Strength(Ferocity) over Divine(Magic).

It would be more expensive, but maybe then take Brew Potion at 3 instead of Scribe Scroll?

Your stats are good enough to do a reasonable reach cleric (which would use Sacred Summons), popping cheap Enlarge Person potions as a swift action for 20' longspear reach and extra damage.


Talk to your GM about what might be available for purchase.

Reach Spell is still good for a support caster. A lot of good buff spells, and a lot of necromancy offensive spells, are touch or short ranged, and a spontaneous inflict wounds at a distance can be a great finishing move.

I'd also strongly consider Iron Will and Great Fortitude. Keeping yourself from getting knocked out is a Good Thing, and this reinforces the cleric's strong saves to make you very hard to knock out or take over.

I would definitely take Scribe Scroll over Brew Potion. It works for spells above third level, and there are a lot of spells that can't be potionized.

Maybe Craft Wand, also. If there's something you were going to be casting most battles, having a wand of it is very handy.


tonyz wrote:

Talk to your GM about what might be available for purchase.

Reach Spell is still good for a support caster. A lot of good buff spells, and a lot of necromancy offensive spells, are touch or short ranged, and a spontaneous inflict wounds at a distance can be a great finishing move.

I'd also strongly consider Iron Will and Great Fortitude. Keeping yourself from getting knocked out is a Good Thing, and this reinforces the cleric's strong saves to make you very hard to knock out or take over.

Divine Protection has the effects of Iron Will, Great Fortitude, and Lightning Reflexes combined with my 14 CHA. Unless you are recommending that I take those feats in addition to Divine Protection. Combined with the already good saves of the Cleric and my good CON and WIS, do you think that those feats are still needed?

I was aware of the benefits of Reach buffs, but now considering the uses of offensive reach Bestow Curse and Inflict spells has sold me on Reach.


I think it makes sense to play to your strengths. Boosting saves on a cleric is never, never a bad thing.

Improved initiative might be worth considering as well.

Grand Lodge

Undead Master will increase your command potential.

Best 3 craft feats to take are: wondrous, scroll, and rod.

Crafting rods would get you reach, extend, and any other metamagic you want.

Quicken spell might be your level 13.


Markov Spiked Chain wrote:

It would be a shame to be a Cleric of Urgathoa without taking Potion Glutton.

I'd also take Strength(Ferocity) over Divine(Magic).

It would be more expensive, but maybe then take Brew Potion at 3 instead of Scribe Scroll?

Your stats are good enough to do a reasonable reach cleric (which would use Sacred Summons), popping cheap Enlarge Person potions as a swift action for 20' longspear reach and extra damage.

Potions would most likely be easier to use for my unintelligent, unwise, and uncharismatic party members, but the lv 3 spell cap really ruins it for me. I'll definitely consider it.

Ferocity/Strength definitely does have its pros (especially access to enlarge person). I mostly picked Divine for character reasons, but I will definitely take another look at my domain choices.

I'll already have my undead horde running around, so I'm hesitant to go down the Sacred Summons path with this character purely so I don't bog down the game TOO much.


Fruian Thistlefoot wrote:

Undead Master will increase your command potential.

Best 3 craft feats to take are: wondrous, scroll, and rod.

Crafting rods would get you reach, extend, and any other metamagic you want.

Quicken spell might be your level 13.

Unless there has been an errata, doesn't Undead Master only increase your HD limit in regards to the amount of undead you can animate at one time, and does not actually affect the amount of Undead that can be under your control?

Shadow Lodge

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Consider taking Heighten Spell to get Preferred Spell, which will be even more useful since you're the only spellcaster.


Avatar-1 wrote:
Consider taking Heighten Spell to get Preferred Spell, which will be even more useful since you're the only spellcaster.

Thank you, are there any particular spells that you recommend to make preferred?


Craft wonderous...... get hold of those Karma prayer beads, +6 WIS headband and Incense of Meditation ASAP!


I'm not sure about Preferred Spell for clerics, especially support clerics -- so much of what they do is dependent on the situation and the enemy and the tactics of their friends. It would have to be a spell that you often want to cast in combat (or other times when you can't just wait to re-prepare spells), but don't want to devote a slot to keeping around.

Maybe breath of life or heal?


Reach and Quicken are staples.
Since you aren't using DEX, may want to consider heavy armor proficiency.

Grand Lodge

Do you not plan to animate undead?


Fruian Thistlefoot wrote:
Do you not plan to animate undead?

I do, however I can only control 4 HD per level of undead at any given time with the Animate Dead Spell. When used in a Desecrated area, I can animate 4HD per level of Undead Per casting of the Animate Undead Spell.

Undead Master only increases the number of HD I can animate per casting of Animate Dead, and does nothing to increase the amount of HD I can have under my control per level. I therefore, do not see the use in taking the Undead Master feat if I can have scrolls of Desecrate handy whenever I plan to cast Animate Dead.


Okay, I think I've decided.

Lv1. Scribe Scroll
Lv3. Command Undead/Craft Wondrous Items
Lv5. Divine Protection
Lv7. Craft Wondrous Items/Command Undead
Lv9. Reach Spell
Lv11. Divine Interference
Lv13. Quicken Spell

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