Conjuror with Cleric dip


Advice


My dm has let the group rework the past ten levels of our characters, and in my case, I'm a level 16 conjurationist (wizard). I know once you get into the 15+ stuff, the game becomes ubermagical and crazy and at this point, no one in my group really cares what we do because we're just trying to have fun. Let it be known that we focus on the RP aspect of the game more so than the actual combat. So, without further ado, here is my idea.

My wizard has been defending his homeland from the recent drow attacks for some time, and through prior mistakes in his career, he lacks man power. (I made the character during an emotionally unstable time in my life, and I did dumb stuff that I'm still working around to this day.) Story wise, my character, as he has been shunned by a good portion of society as a whole, decided if he can't fix his problems through arcane magic, as he has tried to do for a while unsuccessfully, he will look to the gods to answer him. The only one that answered his call was the goddess of the elven gods, since she viewed his fighting evil his entire career, and being good aligned the entire time, as something worthy to investigate.

Insert one level of cleric, or rather, obtain Sacred Summons and an elven army (that second part is just byproduct, so ignore it.)

Level Progression:
Wizard 1-7
Cleric 8 (1 level)
Wizard 9-16

God's Favored Weapon: Longspear

Feat allotment:
1 - Spell Focus: Conjuration
H - Augment Summoning
3 - Improved Initiative
5 - Superior Summons
W - Craft Wondrous Items
7 - Leadership
9 - Sacred Summons
W - Quicken Spell
11 - ?
13 - ?
15 - ?

Here are my questions.
1) What clerical archetype should I go with to enhance my casting?
2) What feats do you suggest up to 15?
3) Since my deity's favored weapon is the longspear, would it be a good idea to fit Combat Reflexes in there with a Spell Storing Longspear? My Dex is 14, so I figure I might ask.
4) What else might you suggest I do as a high level wizard with this type of theme going for him?

Books limited to: Core, Ultimate stuff, Advanced stuff, ISG, and bestiaries (all)

thank you in advance for your help


The herald caller archetype is based around summoning, it gets a bonus to concentration checks when casting summon monster, but it might restrict what you can summon and isn't really worth it as a single level dip, there's also Ecclesitheurge which only gives up armour proficiencies you were never going to use for a few small bonuses.


Sadly, I don't have the book with the herald caller, and doubly sad is that my domains are the following:

Chaos, Elf, Good, Hope, Knowledge, Plant, Protection, Renewal

Along with that, I don't know how I'd optimize low level spells from those schools. I do like the Ecclesitheurge, and how it makes use of the Channel Energy in a way that I could use in place of an aid other. However, besides that, I don't know adding more low level spells could add to the character in a positive way.

Thinking back, I should have provided the domains in the forefront. My apologies on that.


If you are thinking about using AoOs, you are talking melee. I recall reading about a melee cleric that uses AoOs for his attack, but casts spells for standard actions.

One thing I think you will want is to invest into Arcane Armor Training. This will let you use leather (AC +2) or a mithral chain shirt (AC +4) with no ASF for the price of your swift. With Arcane Armor Mastery, you can use a regular chain shirt (AC +4) or mithral chainmail (AC +6). With either, a mithral buckler or mithral shield won't impact ASF. With all this armor, you have improved survivability in melee.

While using these feats you cannot use a quickened spell. Your choice on how to deal with that. The shield option can be used without the feats, and stack with mage armor/bracers of armor.

/cevah


Cevah wrote:
If you are thinking about using AoOs, you are talking melee. I recall reading about a melee cleric that uses AoOs for his attack, but casts spells for standard actions.

That would be the reach cleric. Just position yourself in a way that will result in enemies running at you, then go to town with AoOs. However since OP is primarily a wizard with low BAB, this is just not particularly feasible as his attacks are likely to miss anyway.

Perhaps consult this Cleric dipping guide? May be something of interest there.

RPG Superstar 2012 Top 32

Growth sub-domain to double your reach with the longspear?


This is where I start throwing out dumb ideas, and hear how bad they are and whether they would be viable in high level play.

Pure Wizard 16 focused on Conjuration

or...

Wizard 15/Cleric 1 - Conjuration focused mage with Sacred Summons, and Combat Reflexes with Favored Weapon Spell Storing Longspear as back up for melee defense

In other words, a Reach Wizard

or...

Wizard 7/Cleric 3/Mystic Theurge 6 - Conjurationist, Growth Cleric with SS, CR, and SSLongspear

Basically, a Reach Mystic Theurge

------------------------

This is where I tell you guys I've never played a mystic theurge before, but the idea of weaving divine and arcane has always appealed to me. However, I have been doing some looking around, and I know the MT is suboptimal by a lot. Is my idea of the Reach Mystic Thurge not viable at all, or can it be pulled off?


I guess what I'm asking is, I know casting late game is ridiculous and doesn't really matter, so, is it possible to make a Reach Mystic Theurge as above, or would that be too much to ask for? Again, non-serious gameplay in mind, but I still want to contribute summons in battle. I just figure having more spells would allow for more summoning at the sacrifice of higher end spells.


If you are going to do the theurge, you should do wizard 3/cleric 3/mystic theurge 10. That gives you 7th level cleric and wizard spells.

RPG Superstar 2012 Top 32

I think it really matters what the rest of the party is.

Are all the major roles covered? Can the party thrive with you being unoptimized? Based on past combats, can your character survive being unoptimized?

One of the major hangups I've seen with the mystic theurge is that there are too many options, and this can result in decision-freeze.

Since you're going to be focusing on summoning, at least that is slightly mitigated.

Have you considered druid 3/wizard 3/mystic theurge? Summon monsters AND nature's allies! Or is there an archetype that replaces summon monster with summon nature's ally?

In a typical fight, do you just summon once, and then buff what you summoned, or do you summon and summon and summon? Or do something else?

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