Building a cleric for a story


Advice


I'm planning a story about a game of Pathfinder and its players. Most of their characters will be based directly off of the characters of my friends in real life, but I'd also like to add some original ones. These characters will not be used in an actual game, so I'm comfortable with house-ruling some things to make these characters fit better. Still, I'd like to make them as accurate as I can. :)

The character I'm thinking of is a female gnome cleric of the luck domain. I'd like her to not be just another healbot, but a good solid support character. Her player is the main character in my story. She'll be taking the place of the Bard who left the party. She's being built/played by an amateur player, with some help from another slightly more experienced player, so she can't be too optimized. ^^'

Would you be able to suggest any ability scores, spells, etc, for this character? She'll probably start around level 4-6.


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First thing I'd suggest is to max out Charisma instead of Wisdom. Not only does this represent leadership potential, it also makes her good at channeling energy (and therefore useful), despite spells being 'confusing' (which they are). Wisdom should start at (at least) 16, though.
After that, a high Dexterity would probably be good idea. It's a good all-around stat, especially if she uses ranged weapons.

As for spells, focus on what you'd prepare if you had your own skin to save. Things like shield of faith, or bull's endurance. Depending on her personality, spells like animate dead and animate objects are great (read as flavorful) support spells at later levels, and summon monster spells are good at any level.

For equipment, a ranged weapon could be nice (see above), or maybe a nice traditional cleric weapon, like a mace. For some reason I'm feeling like she should use light armor rather that medium, but that is up to you/her player/her.


SanKeshun wrote:

First thing I'd suggest is to max out Charisma instead of Wisdom. Not only does this represent leadership potential, it also makes her good at channeling energy (and therefore useful), despite spells being 'confusing' (which they are). Wisdom should start at (at least) 16, though.

After that, a high Dexterity would probably be good idea. It's a good all-around stat, especially if she uses ranged weapons.

As for spells, focus on what you'd prepare if you had your own skin to save. Things like shield of faith, or bull's endurance. Depending on her personality, spells like animate dead and animate objects are great (read as flavorful) support spells at later levels, and summon monster spells are good at any level.

For equipment, a ranged weapon could be nice (see above), or maybe a nice traditional cleric weapon, like a mace. For some reason I'm feeling like she should use light armor rather that medium, but that is up to you/her player/her.

Yeah, she'd probably fight with ranged weapons, like throwing knives or similar. :) Thanks for the advice!

Grand Lodge

Evangelist Cleric of Cayden. Luck domain.

Have them take Fates favored trait.

Have them use prayer as a 3rd level buff.

Have them use spiritual weapon and summons for damage.

Have them use command and summons for CC.

Be amazing.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I was actually thinking Evangelist of Shelyn, but yes... Luck domain. My boyfriend plays a cleric of Shelyn and the bit of luck ability is wonderful!

Grand Lodge

I like the lucky drunk and being chaotic.

I also like rapier spiritual weapon. Since it crits on a 18-20. And spiritual weapon does get AoO from being a reach weapon with the glaive.

I also like gnomes sticking to being chaotic pranksters.

Really the God barily makes a difference unless your weighting the spiritual weapon and sacred summoning feat.


The god I'm using is homebrewed...but not terribly developed. Is there anything I should know? As you can see, I'm really lacking in cleric-related knowledge. ^^' I'm not certain how their relation to their god/domain works.

The Exchange

Evangelist archetype for the cleric, and she gives the party bard song. If you want to make it easier for the cleric to do ranged combat, make the favored weapon of the homebrewed god a shortbow/longbow. Longbow is more optimised. Fruian, spiritual weapons do not threaten, thus cannot take AOOs, so the reach doesn't make a difference.

Give the god a couple of domains, maybe luck, good, charm, protection and have the god's favored weapon be a bow and we're all set for a ranged cleric with luck domain. Maybe the god was a robin hood like character before he/she achieved divinity.

Grand Lodge

Yeah I ment does not Mort.
My phone thinks it knows more than me with its auto correct.

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