Cleric / Hellknight help!


Advice


So we're about to jumpstart a campaign based around being witch hunters and cultist eradicators, sort of the new Hanzel and Grettle meets Van Helsing meets The Witcher.

Our current party is a Human Male Rogue(Scout/Spy)+Bard(Archeologist) who is a stealthy dex-based rapier wielder, an Ifrit Female Sorceror(Elemental Fire)+Fighter(Phalanx Soldier)+Eldritch Knight who is mainly a caster but is able to mix it up in melee when necessary, and finally a Human Male Gunslinger(Bolt Ace)+Inquisitor of Sarenrae(Witch Hunter) who is essentially playing the newer movie version of Van Helsing.

I'm wanting to build a tanky, warrior Half-Orc Cleric of Asmodeus, going into Hellknight Commander for a few levels(for full movement in Hellknight Plate and the Censor ability) and then continue on into Hellknight Signifier for the rest of the build. I'm planning on using a Longsword as it is the favored weapon of the Order of the Rack, so likely a shield in my off hand. We are starting at 10th level with stats of 18, 16, 14, 14, 12, 12 arranged as we see fit before racial adjustment.

I'm looking for archetype suggestions, domain suggestions, and generally the best way to go about building this character.


I've had the same thought several times, actually, and the alias I'm posting with is a LE paladin (with GM permission) that is aiming at Hellknight (not Signifier).

As for your cleric, what level are you starting at?
That would change a few pieces of my advice.

Edit: didn't see that you were starting at 10th, my bad! Give me a bit.


Alright. The problem with this is that you, as a cleric, are not proficient with heavy armor, or the longsword.
However, if you go Signifier first, you gain proficiency in heavy armor and your order's weapon.

You need at least 7 levels of cleric (to get BAB +5) for Hellknight, which leaves you with 2 levels of Hellknight, and 1 of Signifier, and 4th level cleric spells.
Signifier needs 3rd level spells (which cleric 7 will get you), and Warrior Priest, for you.

As for domains, I'd suggest Trickery and Fire. Trickery gives you a few defensive spells/abilities (invisibility, mirror image power), and Fire gives you some blasting options, along with a not bad ranged attack.

Here's a sample level progression, along with feats.

1- Cleric- Toughness
2-
3- Power Attack?
4-
5- Warrior Priest
6-
7- Improved Init?
8- Signifier 1 (heavy armor and longsword)
9- Hellknight 1- Weapon Focus (longsword)
10- Hellknight 2

For stats:
Strength: 16+2 = 18 +2 level up= 20
Dexterity: 14
Constitution: 14
Intelligence: 12 (you're going to need quite a few skill ranks to get the skills you need for prerequisites)
Wisdom: 18
Charisma: 12

Traits: Armor Expert and Magical Knack. Helps with armor check penalty (and fits thematically), and gets your actual cleric CL to 10, which will help keep spells relevant.

This leaves you with quite a bit of defensive abilities (through your Hellknight Plate, 4th level cleric spells, and Trickery domain), along with a lot of offensive staying power (20+ Strength, Power Attack, etc.)

Not sure about equipment, as you didn't state starting money or preferences, but the normal staples apply.
Belt- +Str/Con
Headband- +Wis
Cloak of Resistance
Ring of Protection/Sustenance
Magic armor/weapon/shield
Etc.


Starting gold is 64,000 as per standard wealth-by-level for 10th level.


Alright, I wasn't sure.
What about traits, do you get two traits, as normal?

Because for half-orc specifically, you want to grab the alternate racial trait Sacred Tattoo (replaces orc ferocity), which gets you a +1 luck bonus on all saving throws.
With Fate's Favored, that goes to +2.
Beyond the normal equipment, if you buy a Jingasa of the Fortunate Soldier (5,000 go), that nets you a +1 (+2 with FF) AC bonus.

Other than that, whatever you want to spend, proportionally, on offense (Str belt, magic weapon), or defense (con belt, magic armor/shield) is yours to decide.

That's pretty much all the general advice I have for you.

Do you have spells down, or do you want/need help there, too?


Asmodeous has pretty weak domains in terms of being able to help you. So I would take an archetype that removes a domain which would be a theologian, crusader, herald caller, and evangelist. Of those listed crusader is the best fit as it strongly supports sword and board but honestly a herald caller would help as well.

I recommend looking into that crusader and seeing how you feel about it and the get back with us. Much as it pains me this is one time a warpriest looks appealing.


Renegadeshepherd wrote:

Asmodeous has pretty weak domains in terms of being able to help you. So I would take an archetype that removes a domain which would be a theologian, crusader, herald caller, and evangelist. Of those listed crusader is the best fit as it strongly supports sword and board but honestly a herald caller would help as well.

I recommend looking into that crusader and seeing how you feel about it and the get back with us. Much as it pains me this is one time a warpriest looks appealing.

I would normally agree with you, except that he's starting at 10th level.

He'll already get the cool, higher-level (4th- Divine Power, anyone?) spells, and Fire/Trickery actually aren't that bad (some blasts, as I said, and Invisibility? Yes please!)
He'll get constant resist fire 5, and the mirror image and fire bolt powers aren't that bad when he needs them.

With respect to Crusader, what does he gain?
The only benefit I could see to it is if he wasn't going Signifier, in order to get heavy armor and the longsword, and Diminished Spellcasting is a pretty big deal.

I don't see the warpriest giving that much more (beyond the broken idea that is fervor) that cleric wouldn't give him.
Definitely would have less spells, which usually isn't a good thing.
Maybe the bonus feats, but again, spells.


Azrielan wrote:
Renegadeshepherd wrote:

Asmodeous has pretty weak domains in terms of being able to help you. So I would take an archetype that removes a domain which would be a theologian, crusader, herald caller, and evangelist. Of those listed crusader is the best fit as it strongly supports sword and board but honestly a herald caller would help as well.

I recommend looking into that crusader and seeing how you feel about it and the get back with us. Much as it pains me this is one time a warpriest looks appealing.

I would normally agree with you, except that he's starting at 10th level.

He'll already get the cool, higher-level (4th- Divine Power, anyone?) spells, and Fire/Trickery actually aren't that bad (some blasts, as I said, and Invisibility? Yes please!)
He'll get constant resist fire 5, and the mirror image and fire bolt powers aren't that bad when he needs them.

With respect to Crusader, what does he gain?
The only benefit I could see to it is if he wasn't going Signifier, in order to get heavy armor and the longsword, and Diminished Spellcasting is a pretty big deal.

I don't see the warpriest giving that much more (beyond the broken idea that is fervor) that cleric wouldn't give him.
Definitely would have less spells, which usually isn't a good thing.
Maybe the bonus feats, but again, spells.

He actually is going into the non-caster Hellknight to get full movement in Hellknight Plate. Then he's switching into Signifier.


Yeah, which happens at the second level of the prestige class.
See my sample build above.

Edit: @OP, you're making me want to play this build more and more as I look at it. It looks really seem like it'd be a lot of fun.


Azrielan wrote:

Yeah, which happens at the second level of the prestige class.

See my sample build above.

Edit: @OP, you're making me want to play this build more and more as I look at it. It looks really seem like it'd be a lot of fun.

*It does really seem like it'd be a lot of fun.


Azrielan wrote:
Renegadeshepherd wrote:

Asmodeous has pretty weak domains in terms of being able to help you. So I would take an archetype that removes a domain which would be a theologian, crusader, herald caller, and evangelist. Of those listed crusader is the best fit as it strongly supports sword and board but honestly a herald caller would help as well.

I recommend looking into that crusader and seeing how you feel about it and the get back with us. Much as it pains me this is one time a warpriest looks appealing.

I would normally agree with you, except that he's starting at 10th level.

He'll already get the cool, higher-level (4th- Divine Power, anyone?) spells, and Fire/Trickery actually aren't that bad (some blasts, as I said, and Invisibility? Yes please!)
He'll get constant resist fire 5, and the mirror image and fire bolt powers aren't that bad when he needs them.

With respect to Crusader, what does he gain?
The only benefit I could see to it is if he wasn't going Signifier, in order to get heavy armor and the longsword, and Diminished Spellcasting is a pretty big deal.

I don't see the warpriest giving that much more (beyond the broken idea that is fervor) that cleric wouldn't give him.
Definitely would have less spells, which usually isn't a good thing.
Maybe the bonus feats, but again, spells.

The warpriest would give martial and heavy armor prof for free plus the feats. I admit the spells are a loss as always but for a cleric based on martial strength the spell loss is not as bad. I agree with the fire domain but its useless without being a theologian which isn't how I read the desire of the OP. Furthermore a theologian doesn't need martial skill at all. His negative channeling is also crap compared to say Dispater as well.


Would it possibly be better to go with Oracle instead of Cleric? I'm beginning to think an Oracle of Battle might be a stronger choice for this character.


You could, in fact, go with Oracle, but you'd lose out on the same thing that going Warpriest would lose you: fourth-level spells.

However, you'd gain quite a bit as well. (Assuming you go oracle 7/Signifier 1/Hellknight 2)
•keeps the same feat progression.
•more skills per level, as well as Perception and Intimidate as class skills.
•more spells per day, as you're spontaneous.
•Enlarge Person and Fog Cloud from your mystery, which aren't on the cleric list. Magic Vestment is nice, but not something to get excited about.
•All the Cures (if you're looking for healing) or Inflicts (if you can pick up a Spell-Storing weapon) for free.
•Curse- I'd suggest Legalistic, if only for the actual flavor value. Just be sure never to break a promise.
•Revelations- I'd suggest War Sight, Surprising Charge, and Battlefield Clarity. With your BAB being +7/+2, full attacks are fun, and Surprising Charge lets you move your speed twice per day as an immediate action. War Sight lets you act in every surprise round, and roll initiate twice, taking the highest. Awesome. Battlefield Clarity gives you some much needed rerolls, should you fall to some common effects. All around, awesome mystery.

(The reason I suggest staying away from Skill at Arms is that it's not really worth it. You're going into Signifier first, which will give you heavy armor and the longsword.)

With the Oracle, I'd recommend doing this for stats:

Strength: 16+2 = 18 +2 level up= 20
Dexterity: 14
Constitution: 14
Intelligence: 12
Wisdom: 12
Charisma: 18

And of course, change to a headband if Charisma.


Oracle isn't bad but make sure divine protection feat is available or else you will be vulnerable in saves.


Divine Protection is a worthless feat now. it does not had cha mod to all saves any more. it was nerfed in the most recent Errata. I honestly think you guys are going to have a lot of problems every single player has multiclassed it does not matter if your level 10, you are vastly weaker thing single class party of the similar make up. Especially with the casters. Every character is also very MAD. This is going to weaken the group further. You should check with GM and see what level will the adventure end at.

As for your character
Oracle of Metal or Lunar Oracle would be better choices for a hell knight mix if you are just diping and want to be tanky. Also go Fighter or Paladin or if DM allows LE anti Paladin (there are actual rules for those) I would stay away from Signifier, unless you are going arcane. most of their ability are crap unless you are an arcane caster. So you end up wasting you levels on stuff you will never use. you better off playing strait oracle or cleric if you want to be a tanky caster in your group. if you want to be a tank with few 1st level spells go hell knight commander all the way.

Do this for tank
Human Swap bonus feat for forced study this gets you skill focus 3 times over the course of the game instead of one feat you get 3

Skill Focus Knownledge Planes or Survival Level 1 spending on bloodline selected
Skill focus Intimidate @ level 8
Skill focus what ever you want @ 16

Str 18

Dex 12

Con 14 +2 level up bonus for level 4 and 8

Int 12

Wis 14

CHA 16+2 race = 18

No archtypes
Fighter 5
Feats
1 Power Attack
2 Furious Focus
4 Intimidating Prowess

Armor Training 1 AS far as I can tell according to all NPC hell knights it stacks with Hell knight armor training.
Bravery will be +1

Buy sash of the war champion this increases fighter levels by 4 for effects of bravery and Armor training so you end up with armor training 2 and bravery +2

Weapon training 1 heavy blades since you want to use a long sword, Gloves of dueling add +2 to the effect of this

Oracle Lunar 1, Curse Tongues or Lame
Revs
Prophetic Armor add CHA mod instead of DEx to Ref saves and AC

Hell Knight commander 4 Order of God Claw
Discipline 1: Pentamic Faith (Domain travel) eventual gets you teleportation and grants +10ft of of moment, so even if wanted to do Lame as it negates any thing it does. I am more prone to tongues as my choice just have the other pc take the langue you are going to speak in combat as one of their lang and the curse is negated.

Force of Will 1 Compulsion there more compulsion spell and effect then any other and you already need a +2 to fear from bravery so no need for that one.

Feats:
1: Toughness or Iron Will need to get your will save up.
3: Eldritch Heritage Abyssal or Orc (Orc has better ability and I would take them all but Abyssal works great RP and theme of hell knight trying to take down demons from hell and you can stop with the level 9 ability see below)
5: Your choice
7: Cornugon Smash
9: Your Choice
11: when you hit take Improved Eldritch Heritage lets you take the level 3 or the level 9 ability from blood line, both the orc and Abyssal ability add inherit bonus to str (this saves you a few 100k in gp as you no longer need a wish spell or books for those bonus and it actual make you stronger then wish can do)

Background Traits: Fate's Favored
Background traits: Magical Knack Oracle
(this will next you +3 to hit and damage from divine favor spell and +3 hp from cure light wounds spell)
Dawbacks: Foul Brand or Umbral Unmasking make for great RP for hell knight. This gets you another background trait
Background Traits: Aspiring Hell Knight just to go with the theme.

other Magic items suggestion to aim for at some point
Robe of arcane heritage (check with GM frist some people don't think it works with Eldritch heritage feats while other feel it does if it does.)

+X Ominous weapon
+x Mithal Hell knight plate (this combined with all the armor training and maxes out at a max dex of +9 which is very attainable able for you since you are using cha in it's palace)
headband of cha + 6
Belt of str and con +6
Ring of Protection + X
Cloak of resistance + x
Ring of lesser revelation if you any of the other lunar revelation, I like bridge one. could be useful from time to time.
Boots of the cat combine with boots of striding and springing
lots of potions of fly

2nd discipline: Fearsomeness is awesome when combine with the above feats.

3rd discipline Censor would work or the one that grants you xray vision.


I've decided to go with the original idea of him being a Cleric and I'm thinking I will go with Asmodean Advocate for the archetype. I lose out on a domain, but since I was planning on taking Trickery anyway it isn't much of a loss and gaining a familiar is always a good thing in my opinion, especially an Imp familiar who can serve a wand user. A couple wands with cure and buffing spells and a couple "attack" wands and he provides some great support.

I've alway been given the okay to take Leadership so I'll be picking up a Hellhound monster cohort(DM won't allow "normal" cohorts) so with me having a decent Charisma, I could haven my Hellhound pet be 1st level in a class. Haven't decided yet on what class to go with for him but I'm leaving towards Ranger or Inquisitor. Any suggestions on what would be a good choice?


based on a hellhounds ability scores I go with fighter, it is really your only option. Barb would be better choice, but Hell hounds are LE, so they can't be barb even if GM allowed it to be NE, it no longer matches your Alignment so you take a hit on leader score you already taking a -2 from having a familiar an another -1 could make you not even qualify for the cohort. They have poor mental scores even getting started. PC levels on monster bonus "receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores" even if you add the +4 to mental stats your at low stuff, then you are dropping your physical stats also. which is bad for ranger. your hell hound is already 3 levels weaker then normal cohort being 4 hit dice, instead of 7. so you are going to need to increase it's hp and ability to do damage and feat count. other wise it survivability is low in level 10 camp. So you want high hit dice (since cohorts only get the average of the dice.), something that does not worry about skill points, because hell hounds are stupid and something that going to make up for missing two feat. only a fighter can do that.

ability score plan would be this increase con when it gets to 8 hit dice the str at 12 and dex at 16

Str 13+4=17, Dex 13+2=15, Con 15+4=19, Int 6, Wis 10+2=12, Cha 6-2=4

the con is going to give it more hp and rise the DC of breath weapon.

my 5th hit dice feat would which is level 1 fighter would be toughness

my fighter bonus feat would be weapon focus
when you hit level 2 fighter I would take eldrich claws as bonus feat gets dr issue of silver and magic out the way. it will save you from having to get amulet of might fist for it.

you can full armor the hell hound to let run around in full plate. to increase it's AC

it only has bite attack so it does 1.5 str and power attack damage, vital strike is useful also since it only gets 1 attack any way. just other things to think about.


Asmodean clerics get some nice perks...

Spellcasting contract - excellent scaling buff

Access to Lesser Geas/Quest...

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