Clothy support cleric, advice and such sought :)


Advice


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When it comes to healing (ignoring the boos and hisses) and buffing, I always end up thinking more of a divine version of the wizard, so, that's what I'm going to try and do.

I'm going to be using one of the following: the third party Priest class (why wasn't this just written as a archetype? Probably the increased spellcasting), the Lazio Ecclesitheurge archetype, or the third party Theosiphist archetype.

The idea is a more booky support type, that's not really good at hacky stabby combat.

Thing is, aside from diplomancers, archers, and characters whom I never got to use their classes fully, I've never played support.

Or, really, a caster for that matter.

So, any tips, tricks, or advice would be greatly appreciated.

Well, as long as it's not "do something else noob", though, if someone makes a good case for it, I'll certainly listen. I'm mainly just tired of combat, and want to find something else to do.

(Typed via tablet, links coming, hopefully autocorrect doesn't screw me too much.)


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My biggest advice is reading the room.

Know what buffs last longest and if you've got a group about to kick in the door, use some!

Hey, you've played before. You know when your group is preparing for war.
Just ask them to wait a second. The more you buff BEFORE combat the less you'll be running back and forth DURING it.

Good luck!


I have played before yes, but, I learned a lot less than I should have when it comes to this, that advice is greatly appreciated. :D

Umm, maybe buffing will cause my group to stop starting combat early. XD

Sczarni

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For the reference, you could simply take Core Cleric class and not use medium or heavier armor, grab a staff and put several ranks in Diplomacy or Perform (oratory) which is enough to play a typical priest who walks around propagating his religion and supporting his allies. If you however wish to specialize more, check the Cloistered Cleric, Evangelist or Merciful Healer archetypes. These archetypes are closest to what you want I believe.

Playing a support class is fairly easy as long as you know right spells. Take a good look at your party and see what they are playing and then choose spells that complement them most. Some of the level 1 spells that are good picks for example are (if you are starting at such level): Bless, Cure Light Wounds, Protection from Evil/Chaos, Shield of Faith. You can likewise use wands of these spells later around level 5 or more and they might still prove useful at the task.

Take a good look at domains also. There is a lot of great domains out there but it depends on your deity and how you plan to play your character. Feats are likewise dependent on how you plan to play your character, but one of the standard support cleric feats would be Selective Channeling.

That's all I could come up with currently,

Adam


My recommendation would be to play stealthy... I don't know this priest class you speak of, since we do paizo-only campaigns, so don't know how advisable this is, but if you want to stay out of combat, which you seem to want, the Highlands trait lets stealth be a class skill, and you could aford to go with a wis/dex character. Just make it a point to take only buff spells, or summon spells. I find that channel energy is the only healing most clerics need anyhows, and once you can make a wand, that's one of the best spells you can put to wand in my experience


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I might recommend picking up the pdf of Clerics of the Cloth and paging through it for a good unarmored archetype.

From experience, you need to know your party and what they need to do your best work in support. Your martials need attack boosts, damage boosts, protection. Casters need their share of protection too. Wands can help you out in this role, if you choose spells carefully (no SR, caster level not important, etc.).

It takes a certain kind of personality to enjoy this role. You're not there to get the glory. You're there to make sure other people are more glorious. The evangelist is definitely good for that, as it gets some bardic performance abilities.

Finally, page through your resources and get well-acquainted with all the spells you'll want. Maybe even make a point of putting them on spell cards. Bonus types for the most part don't stack, so you'll need to know what spells work for what. Oh, and divinations are a form of support too; they help you know what spells you need by knowing what you'll face.


I'm not sold on Cloth Cleric.

If you want to go Knowledge way because of the Skill Points Cloistered, just leave it to the wizard.
He has way more Skill Points and INT modifier.
Also, Speed is overrated. Once you get a Druid (or even a wand of Longstrider) you get +10 Speed.

Not having Medium/Heavy Armor as a Cleric can be dangerous considering most of your buffs are touch range spells which force you to go melee.

If you really want to be full support, I'd go Summoning way.
Max WIS, early game cast Sanctuary for protection on yourself and go around the battlefield buffing your allies and avoiding being attacked.

Also pick up a Domain with invisibility. Invisible+Summons is hard to beat early game, and not many can See Invisible or have the spells.

If you're not set on Alignment check Reach Cleric Build, it has a really nice section on Sacred Summons (Summons as Standard Action). Only drawback of this feat is that depending on your Alignment you get access to certain good/crap summons.

If really sold on Cloth type cleric, I believe this is the best way, otherwise going Full Heavy Armor, Light Shield for flanking bonuses and front line is best way.

For those wondering, the Cloistered Cleric in Paizo has reduced spellcasting, while in 3.5 and 3rd Party it does not. Which in all honestly is a heavy penalty for 4 Skill Points, all Knowledge, Scribe Scroll (level 4) and + 1/2 level on Knowledge checks in my opinion, because nothing beats more spells.

A cloistered cleric chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal


Thanks all, some good advice all around. :D


THe ecclisitheurge is something that I love and play often despite the general disdain others have for it so I will speak for that if I may. but here is a long link for the best cleric guide there is right now https://docs.google.com/document/d/1h6-_4HvPvV-Tt7I67Gi_oPhgHmeDVA5SBl-WrJS gf5s/edit?hl=en#!

1) the ability to cast spells that you do not have on your list, even if its only the spells from one domain, is a VERY big advantage. This ability turns clerics into top tier blasters and other things that arcane casters do well. A quick scrolling through the domains and their spell lists will go far to give you unique dynamics.

2) a cleric support character should never ignore channeling as the variant channel abilities make for wonderful boosts to friends. Or if you don't want to use channel based buffing in battle then leave the charisma at a 10 or 12 just so you can heal the group when its needed.

3 Decide what kind of supporter you want to be. Tarks guide will help you understand that better but believe me that a cleric has the potential to support in any way you can think of.

4) when in doubt roleplay a character that will keep you interested. Being a caster your unfamiliar with can be taxing on a person at times so stay vested in the character until the mechanics get a bit easier (and it will).

5)Remember that even though your not as squishy as a wizard your still unarmored so you need to keep in mind "how will I not die". sometimes the answer is mirror images, sometimes its staying the rear ranks. The point is to have a plan and at least one backup for when things go wrong.

I think that's enough to get you going. good luck.


Renegadeshepherd wrote:

Link dead!

I've read the archetype, honestly you give up way too much to get Craft Limited Amulet, because you can't even craft a ring, and access yes to every domain spell, but remember it's just 1 cast per day.

Surely, on a long term campaign might give you access to cool spells for Scribe Scrolls and such, but the things you give up are huge.


To me the amulet is a non factor as you get so much more. The combination domains and spells is beautiful. An ecclisitheurge cleric of Ra who throws fireballs all day hole having heroism domain and dazing with channeling is just plain sick as a support character. The negatives of the archetype is minimal compared to the gains.

The Exchange

Link doesn't work, I'm interested in a cleric build that mixes dazing channels and fireballs. I tried to create one myself, but forums said it wasn't viable and told me to combine evangelist and dazing channel instead. Could you write up a sample build for it? Say using aasimar base?


Just a Mort wrote:
Link doesn't work, I'm interested in a cleric build that mixes dazing channels and fireballs. I tried to create one myself, but forums said it wasn't viable and told me to combine evangelist and dazing channel instead. Could you write up a sample build for it? Say using aasimar base?

Yeah I can write one up for ya. My question for you to consider before I get a few Z's is do you want to daze channel groups of folks or do you want single target dazing? Channel ray feat adds a +2 to DC up against a single target and that pretty close to all you need for your channeling requirements. Group dazing on the other hand requires selective channeling and higher charisma than channel ray. Basically comes down to how much do you want to invest in it.

The Exchange

I want to group daze. Please do not dump stat, I've had a headache playing 7 int.

Current template:

Aasimar cleric (Theologian of Ra) after racial
Str: 10
Dex: 14
Con: 12
Int: 10
Wis: 15
Cha: 18

Domains: Fire
- Would like sun, but means no fireballs :(

Traits: Reactionary, Sacred conduit

Should I take negative energy channel to begin? Means I'll never be able to spontaneous CLW which is more helpful.

Feats:
Lv 1 : Selective Channeling
Lv 3 : Versatile Channeling
Lv 5: Burning hands (Intensified permanently), Spell penetration
Lv 7: Improved initiative
Lv 9: Greater spell penetration

As you can see, lack of feats, can't even get my spell focus evocation up :(


first got to say that human is best for this as he can dump INT and not lose any skills and the feat is needed but I digress.

The aasimar ecclisitheurge build I would go is 8,10,12,10,16+2,16+2 with HP as favored class

feats:

1_ selective channel
3) spell focus
5) spell specialization
7) empower spell
9) intensify spell
11) dazing spell
13 spell penetration or quicken
15 spell perfection
17 improved initiative

Need to solve how you want to handle foes who are immune to fire. a dip of sorcerer with elemental is a good choice and some have gone down the diabolist prestige class of channeling hellfire and there is other metamagic. As an ecclisitheurge with heroism and channeling you may decide if it is fireproof just aid the group to make the kill. In such a case replace a feat above with improved channel. Your strength is your flexibility and that you can attack 2 different saves. Be sure to take wayang spell hunter and its twin trait so that metamagic costs are -2 (aka free empower)... DO NOT take versatile channeler unless your group has no healer at all as it will cripple a blaster. A channel ray based cleric could keep the same stats and specialize in single foe control with his +2 to DC.

The theologian is a superior blaster to the ecclisitheurge because of the free feats and eased metamagic costs to burning hands and fireball. remove intensify spell from list above and add in either spell penetration or quicken in its place essentially.

Lastly, you could instead of being a blaster with support you could be support with blasting. Being the ecclisitheurge take heroism as the primary and fire as the second so that you can cast heroism as you like and such. In this case take... selective channel, improved channel, versatile channel, quick channel, and such. daze the masses.

The Exchange

Spell specialization requires 13 int. Which your stat lineup doesn't have. The job of a hangover cleric is to battlefield control, with a dex bonus of +0, how are you going to lay the lockdown? Frankly I could care less about the damage fireballs do, more to be able to lock down badies using reflex and will saves. I want to do 2 things, dazing fireball lockdown, and dazing channel lockdown.

If I wanted to combine buff + channel, then an evangelist would be better. Channel ray requires range touch attack to hit. Without precise shot, on 10 dex, its going to be rough. The build seems to eat too many feats :(

I suppose starting as negative channeler makes sense, but people keep expecting clerics to be healbots, and I'd like to break that expectation. Against undead = burning hands, I suppose?

Problem is balancing blasting and channel feats ><

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