| Corey Alcarez |
Hello, I'm relatively new to DnD, I'm currently running my first playthrough with some friends on a weekly basis, and the character I was playing with got ultimately unlucky and died. My DM wants me to create a new character by Sunday to join the party, but I can't get a hold of our resident DnD "Guru" Thus, I am asking for some help here. I'd like build a neutral Urgathoa Support Cleric. I'd be coming in at level 13. I know that is not much to go on, but any help with creating this character would be greatly appreciated. Also, I'm talking about which feats, spells, stat allocation, skills, race, etc... In terms of a character story I should be fine with that, I just need help with all the technical aspects. Anyway, Thank you again anybody who decides to help me with this.
| Create Mr. Pitt |
You don't need channeling to be a support cleric. Losing spontaneous curing isn't great, but you can get a wand. And you can prepare condition removal spells when needed and buffs a lot and still be a decent melee participant and offensive caster (longspear reach cleric is not bad at all). And since channeling negative is meh, unless you're going to be involved with a lot of undead, you can dump CHA and have room to be both a good caster and fighter in addition to having a ton of useful support spells.
Fruian Thistlefoot
|
One other problem with Urgathoa.
The goddess of disease and undeath tends to be unwelcome in most communities.
Well the Peasants can shut their mouths or get b@++$ smacked by a PC.
I played a Necromancer once that was an Anti-hero and used Intimidate to keep NPCs and Locals in line. If they questioned me I would Berate them and remind them that they need me to solve all the problems they are too weak and stupid to fix themselves.
Just because Peasants dont like you doesn't mean they wont suffer your presence if it profits them. So never let peasants dictact your character because you are stronger than them. And after a certain point in game everyone that is not a PC is a peasant.
But to be a Support Cleric is easy.
Evangelist Cleric
You already can not spontaneously cure so trading that off is nothing to you.
Like someone said a wand of cure light is a great investment and first buy.
Now your the King of Buffing and I am sure with some evil spells you will be debuffing. You can also control things with Enchantment spells, evil summon monsters, and blade barrier/Walls.
Lots of options you can go. But I highly recommend Evangelist archetype to help you support.
But Channels are poop anyways on a cleric and I tend to take variant channeling and evangelist so my channel is more of an extra effect as opposed to a mediocre heal.
supervillan
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Variant channeling (sicken) plus Shatter Resolve (shaken) is where it's at for priests of the Pallid Princess. Been thinking about doing this build myself.
Prioritse CHA then WIS, choose feats that improve your channel plus get Quicken Spell. Definitely take Quick Channel too.
If you can afford a decent STR score consider Ferocity sub domain and work that scythe!
Fruian Thistlefoot
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Variant channeling (sicken) plus Shatter Resolve (shaken) is where it's at for priests of the Pallid Princess. Been thinking about doing this build myself.
Prioritse CHA then WIS, choose feats that improve your channel plus get Quicken Spell. Definitely take Quick Channel too.
If you can afford a decent STR score consider Ferocity sub domain and work that scythe!
Not as good as Rulership AoE daze build.
Sickened and shakened are nice but they can be resisted more easily than Daze and still does not stop all actions the enemies can take like a daze does.
It's basically -4 verses Dazed. Clearly no action wins.
Unless hangover build it is a bad idea to take channel feats on a cleric in Pathfinder. It's a sub par ability that to be honest is just nice to have but can easily be done without.
| Rashagar |
supervillan wrote:Variant channeling (sicken) plus Shatter Resolve (shaken) is where it's at for priests of the Pallid Princess. Been thinking about doing this build myself.
Prioritse CHA then WIS, choose feats that improve your channel plus get Quicken Spell. Definitely take Quick Channel too.
If you can afford a decent STR score consider Ferocity sub domain and work that scythe!
Not as good as Rulership AoE daze build.
Sickened and shakened are nice but they can be resisted more easily than Daze and still does not stop all actions the enemies can take like a daze does.
It's basically -4 verses Dazed. Clearly no action wins.
Unless hangover build it is a bad idea to take channel feats on a cleric in Pathfinder. It's a sub par ability that to be honest is just nice to have but can easily be done without.
I wouldn't go so far as to prioritise charisma over wisdom but in terms of -4 versus Dazed I suppose which is better depends on the control/etc. spells you're packing. There's theoretically more synergy between a -4 to saves and your cleric spell effects than having your cleric spells + a separate daze effect. Theoretically.
*Edit*
That aside, +1 to the evangelist idea, assuming you really want cleric.
| Corey Alcarez |
Honestly, I'm open to most things, I need to create a character by Sunday, and a lot of it is over my head at the moment. And our party continues to change, as people are available. We play only once a week, and I'm playing over Skype because I'm not even in the same state as most of the other players. Our main group that tends to usually be available includes a fighter sort of modeled after Thor, an Archer, occasionally a Ninja or Pirate, and I was an alchemist before my character got his head bitten off.
| Ashiel |
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Honestly, I'm open to most things, I need to create a character by Sunday, and a lot of it is over my head at the moment. And our party continues to change, as people are available. We play only once a week, and I'm playing over Skype because I'm not even in the same state as most of the other players. Our main group that tends to usually be available includes a fighter sort of modeled after Thor, an Archer, occasionally a Ninja or Pirate, and I was an alchemist before my character got his head bitten off.
Being a support cleric of Urgathoa should be really easy. Without going into a ton of details, since you're new, I'll mention the following key points to build upon.
1. As a support cleric your ability scores - including Wisdom - are largely irrelevant. As long as you have enough Wisdom to cast your spells you're doing okay. So at least a 13 Wisdom + mods would be a good idea. Everything else is up to you to customize.
2. Use animate dead. This is one of the best support spells available in your arsenal. Make bloody skeletons specifically because they are durable and recycle themselves unless slain in a very specific manner. Use your undead to support your martials by providing them flanking buddies, and to provide soft cover for your squishier party members, or to just clog up areas you don't want enemies to stand.
3. Orient yourself away from offensive spells that deal damage or push saving throws and towards spells like summon monster I-IX, party buffing spells, utility spells, and defensive spells (such as spell immunity, spell resistance, and other wonderful spells like that).
4. Carry wands and scrolls for healing between fights. Don't bother preparing cure spells but heal is okay.
5. How you focus the rest of your character depends more or less on what your ability scores, magic items, and domains look like. If you want to mix it up in melee from time to time yourself you could pick up heavy armor proficiency and boost Strength. If you're interested in being more support, consider a more balanced approach and don't skimp on Intelligence to get more skill points.
6. Consider picking up item creation feats to make goodies for you and your party (more support). Craft Wondrous item also gives you in-house access to powerhouse consumables like candle of invocation, incense of meditation and karma prayer beads, all found in the core rulebook.
Generally speaking, just animate dead + summon monster can allow you to provide more party support to your group, and you can figure out the rest as you go.
supervillan
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supervillan wrote:Variant channeling (sicken) plus Shatter Resolve (shaken) is where it's at for priests of the Pallid Princess. Been thinking about doing this build myself.
Prioritse CHA then WIS, choose feats that improve your channel plus get Quicken Spell. Definitely take Quick Channel too.
If you can afford a decent STR score consider Ferocity sub domain and work that scythe!
Not as good as Rulership AoE daze build.
Sickened and shakened are nice but they can be resisted more easily than Daze and still does not stop all actions the enemies can take like a daze does.
It's basically -4 verses Dazed. Clearly no action wins.
Unless hangover build it is a bad idea to take channel feats on a cleric in Pathfinder. It's a sub par ability that to be honest is just nice to have but can easily be done without.
I agree that daze is a more punishing condition that sickened or shaken. But:
urgathoa doesn't have rulership as part of her portfolio, and we're looking specifically at urgathoa here. Also,
Both sickened and shaken persist over multiple rounds via the variant channel plus shatter resolve combo.
So whilst you can't daze lock, you can set up enemies for save-or-lose attacks and the cleric has many of these. With Quick Channel you can do all this in the same round.
| SmiloDan RPG Superstar 2012 Top 32 |
If you do choose to use animate dead and summon monster I-IX, I highly recommend writing down the stats of the (undead) monsters you plan to use.
1. Writing it down means you have their stats handy, so you don't have to waste valuable table time searching through books or doing internet searches.
2. Writing it down means you go over and actively learn what the monsters are capable of, so you can plan appropriately. It's better than just passively reading them. Also, less chance of "Wait! I didn't realize it had a breath weapon and/or was immune to that!"
It's a lot of pre-game prepping, and can take more than a little bit of time, but it's worth it.