some help with a sarenrae cleric


Advice

Sovereign Court

So we will start a heavy undead campaign and ill use a cleric of sarenrae with sun and glory domains to boost his channel damage and dcs
I we start lvl 2 (20 points) and im planning to boost his charisma and wis overall. Thing is i need a backup when facing other enemies rather than undead... Should i focus on summons, blasting (maybie taking fire domain) o debuff via dazzling display to get good use of my high charisma?


Summons and buffs. Sarenrae was an angel, summon her minions to smite your enemies.


Keep a good enchanted scimitar in reach as well.


Summons and Buffs. You really don't need anything too fancy. Just being a not-multiclassed Cleric with enough Wisdom to cast your highest levels spells makes you a strong ally. Channeling falls off sooner rather than later so you're smart to have a back-up plan.


Dervish Dance will allow you to have more points to put into your main stats.


If you've got 15+ Charisma and are primarily a support character - Flagbearer?

Dark Archive

Best weapon against undead: Take Fire domain and get a Staff of Fire.

Take Glory/Heroism domain for some great out of combat utility.


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Go Evangelist archetype, your party will love you.


Evangelists are great, they fill the support/buffer niche perfectly, but they are pretty bad at Channeling.

Personally I don't see the point of Channeling - it targets undead creatures strongest save and the damage falls off pretty quickly, even with the heavy feat investment needed. But if Channeling is what the OP wants then Evangelist isn't going to deliver it.


Who needs to channel when as an Evangelist you can be an amazing buffer, summoner and still deal decent melee damage as well? Did I mention the party would love the OP for playing one?


Grond wrote:
Who needs to channel when as an Evangelist you can be an amazing buffer, summoner and still deal decent melee damage as well? Did I mention the party would love the OP for playing one?

The party would love OP for playing a Cleric in general.

But yes, Evangelist is a VERY good archetype for Support Clerics.

Silver Crusade

When there's no undead to burn up with channeling, I put my channels into the Bless Equipment feat. Handing out ___-bane weapons is always welcome.

When there IS undead to burn up with channeling, the Soul Warden prestige class is nice to dip into.

Silver Crusade

Especially at low levels (or when the party has taken area effect damage), channeling is also nice for healing when there are no undead around. Quick Channel makes it move action healing for when you want to heal but still want to drop a sound burst or lay the smack down with your scimitar/longspear. And if you take the right divine feats, you can toss a buff on top of the healing. (Milani's channel buff is especially good--I'm not quite sure about Saranrae's--as I recall, they were very hit or miss).

RPG Superstar 2012 Top 32

channel smite and guided hand.

channel smite is usually a feat tax here (for good clerics at least), but in an undead heavy campaign you may get some use out of it. guided hand lets you use your Wis for attack rolls with a scimitar instead of Str- that lets you really focus on Wis/Cha but still be able to hit things if/when you need to.

summoning could be a viable option too but some GMs and parties may get frustrated if your turn takes an hour every round because you've got a bunch of summoned creatures you have to choose actions for and look things up about.


I've removed the Save to resist channel energy. Makes Channel Energy much more useful. Undead are made to burn.


nate lange wrote:

channel smite and guided hand.

channel smite is usually a feat tax here (for good clerics at least), but in an undead heavy campaign you may get some use out of it. guided hand lets you use your Wis for attack rolls with a scimitar instead of Str- that lets you really focus on Wis/Cha but still be able to hit things if/when you need to.

summoning could be a viable option too but some GMs and parties may get frustrated if your turn takes an hour every round because you've got a bunch of summoned creatures you have to choose actions for and look things up about.

Every time i've run or run for someone looking to make use of summons i've either brought or made them bring a pack of 3X5 note cards with relevant combat information for the summoned creatures, how many they get with each summons, and stats modified for any feats that change the base creature. It makes it run an awful lot faster.

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