What is a fun VMC for Evangelist Cleric of Desna?


Advice


I am looking for a fun or interesting option for VMC with a new character. Wizard with divination school will insure I go first, conjuration school would go well with the travel cleric theme, or aberrant Sorcerer for extra reach. I'm not familiar with Cavalier or Oracle, but I'm sure there is something that would work with teamwork feats or lifelink. GM would allow elemental schools for VMC. Party has plenty of damage potential so direct damage is covered.

At low levels, will play a somewhat typical reach/ aid another cleric, then at mid-levels probably take the Exalted prestige class and focus on buff/ de-buffing.
Race: Human
Class: Evangelist Cleric of Desna with Travel Domain
Traits: Campaign and Reactionary
Favored class bonus will go into bypassing SR
Rolled stats: 16 14 14 14 12 10 (put the 16 in WIS + 2 racial)
Possible Starting Feats (includes GM bonus feat): Combat Reflexes, Skill Focus (Know: Religion), and Extra Traits (Adopted: (Halfling) Helpful, Dangerously Curious)
Eventual Feats: Bodyguard, Improved Initiative, Extend Spell, Scribe Scroll

Campaign will go up to at least lv 20 and will probably go mythic. Lots of evil outsiders or undead expected. Other party members: controller wizard, archer ranger, crit build paladin, and sometimes a warpriest.

Is variant channeling (luck) a good option? With Quick Channel adding a small luck bonus would be fun, but I'm already low on feats.


They are cool, normally I like the bard VMC, but unless your DM allows you to have double the inspire rounds it probably won't be great. Alternatively,you can choose to not get VMC and improve your channeling and other stuff to help you against undead/outsiders.


I would hesitate to go VTC with a Cleric at all - you need your feats, and most don't add anything you really need. There are so many feats you could use as a Cleric, but if you did want to VTC anyway...

Paladin could be effective, though I am not sure you could make the fluff work. The mix of abilities supports your dual roles as offensive melee and healer.

Sorcerer is entirely dependent upon what bloodline you select. That said, Eldritch Heritage is probably easier for you to manage and get what you want while still having more feats as you level...

There are some great tricks for Magus, especially those found here https://docs.google.com/document/d/1adD5wYmcP5lB4JYD8D3fUBFuumMeW4CKh9ZLVMg KSDc/edit?pref=2&pli=1

Oracle is good for specific Revelations, several of which are very powerful.

Witch can be useful for Hexes, since they provide all-day options other than "hit it" should you run out of spells.

Just my 2cp, but I would only VTC as a Cleric if you have a specific goal that requires it.


Order of the stars cavalier makes you better at everything.

Grand Lodge

master_marshmallow wrote:
Order of the stars cavalier makes you better at everything.

Yup. This should help you Recover the Loss in Channeling and add Challenge to your offensive abilities. Really good on the Reach builds who start with a 14-16 Str. I also quiet enjoy the Calling Ability because the boost to Ability checks which includes Initiative checks.

Also if you like the Luck domain look at Shelyn as well. Clerics get the Ability to prepare Good Hope as a 4th level spell. Totally worth it as it is a very powerful buff for your group that is typically Bard only spell.


Thanks for the advice! Still have have not decided what to take, but you folks have given some good options.


DarkOne7141981 wrote:

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Witch can be useful for Hexes, since they provide all-day options other than "hit it" should you run out of spells.

Just my 2cp, but I would only VTC as a Cleric if you have a specific goal that requires it.

Don't go VMC Witch! This is the second worst VMC after Gunslinger! (And not by a very big margin.) The only fully scaling thing it gives you is the Familiar at 3rd level (which saves it from being as bad as VMC Gunslinger), but you could get that with fewer than 5 feats. The Hex you get at 7th level is stuck at 1st level effectiveness until 15th level, when it upgrades to 8th level, and you get a second Hex as a 1st level Witch. Meanwhile, at 11th level, you get a Cantrip (only if you didn't dump Intelligence), and at 19th level, the Major Hex you get is stuck at 10th level effectiveness.

Other trap and semi-trap options:

Barbarian: Not bad for a Fighter or Cavalier, but you're not a Fighter or Cavalier.

Bard (unless you change your archetype): As an Evangelist, your archetype abilities will overlap with this. ON THE OTHER HAND, you could go some other Cleric archetype VMC Bard to get your Bardic stuff without trading out Cleric abilities for them (or so that you can trade them out for something else), and it could be good -- for an example, see VMC Summoner below.

Druid: Animal Companion is not bad, but you can get this with full progression for less than 5 feats; the Wild Shape comes online very late and with very delayed progression.

Monk: This doesn't let you use it unless you wear no armor or shield, and what it does for you doesn't really fit unless you are going to do something weird with Ki Leech or a similar spelll.

Paladin: The idea isn't bad, but Detect Evil that you get at 3rd level is something you can use the spell for, and the other stuff comes online too slowly.

Ranger: This just doesn't work well for you unless you are going to be in the same terrain most of the time, and if you are, what are you doing worshipping Desna?

Rogue: Good for making an Arcane Trickster or Roguish Ranger that doesn't trade out Ranger spellcasting, but you're not either of these things.

Alchemist: This can be made good with certain class/archetype combinations such as Underground Chemist Rogue, but otherwise it is rather bad.

Gunslinger: This does the closest to nothing of any of the VMCs.

Summoner: If you want this, go Herald Caller Cleric VMC Bard instead of Evangelist Cleric VMC Summoner -- the latter does get you a custom Eidolon that the former doesn't get you, but it will be a very wimpy Eidolon that you can only get very limited times per day.

Witch: See explanation near the top of the post.

VMC options not listed above have decent chances of not being traps, although even the best will have potential traps embedded within them, and as noted by other posters they will all make you very feat-starved, so choose carefully.

One other VMC to note that I didn't notice anyone post: If you are going to go heavily into melee using a simple fighting style (this pretty much means two-handed weapons with which you are already proficient, which isn't ideal but can be made to work), VMC Fighter could be okay -- the Bravery you get at 3rd level isn't great (but still not useless), but at 7th and 15th levels you get Armor Training (the second of which could be replaced with an Advanced Armor Training option), and at 11th and 19th levels you get Weapon Training (the second of which could be replaced with an Advanced Weapon Training option); these also unlock certain feats that require Armor Training or Weapon Training, respectively. If you aren't doing this, then I'd incline more towards VMC Cavalier with Order of the Star.

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