| Raziel the cleric |
I am new to pathfinder and have started a game with some friends. As it stands right now here is my character thus far
Raziel
Str =13
Dex = 18
Con- 19
Int- 15
Wis- 20
Cha- 15
Dwarf cleric
I am having trouble choosing the right domains for my team. Any advice would be great!! So far the team consists of fighter, rouge, ranger, and draconian sorcerer.
I am looking to be able to facilitate the healing and buffing of the team while staying back and arching most likely.
I was looking st travel perhaps and glory but again I have read so much I just don't know what I should take. Please help, I don't wanna fall into a bad build.
| Vatras |
With stats this godlike, build doesn't matter that much...about a 64 point buy character :)
Cleric archers often pick Erastil as their deity, because they get longbow proficiency for free that way (and the standard cleric is feat starved as is). Among Erastil's domains are Community (for the 8th level effect) and Fur (with the move effect, which is desirable especially as a dwarf).
If you are free-form, you cannot go much wrong with Luck, Liberation, War (more for melees, but has its uses), or Heroism.
Avoid the Destruction domain, as it cuts both ways.
If you go through the domains, anything messing with d20 rolls is usually good. Any effect without saving throw is also good (see Luck).
Otherwise check for spells in the domain lists that a cleric cannot normally cast, and of which a single use per day is useful. But I would go with the better power over the better spell, since you are not playing solo and your group can pick up some of the slack.
(If you pick up Scribe Scroll at some point, you can write emergency scrolls for your rogue - or whoever has UMD - which includes arcane spells from the domain lists.)
| Raziel the cleric |
With stats this godlike, build doesn't matter that much...about a 64 point buy character :)
Cleric archers often pick Erastil as their deity, because they get longbow proficiency for free that way (and the standard cleric is feat starved as is). Among Erastil's domains are Community (for the 8th level effect) and Fur (with the move effect, which is desirable especially as a dwarf).
If you are free-form, you cannot go much wrong with Luck, Liberation, War (more for melees, but has its uses), or Heroism.
Avoid the Destruction domain, as it cuts both ways.If you go through the domains, anything messing with d20 rolls is usually good. Any effect without saving throw is also good (see Luck).
Otherwise check for spells in the domain lists that a cleric cannot normally cast, and of which a single use per day is useful. But I would go with the better power over the better spell, since you are not playing solo and your group can pick up some of the slack.(If you pick up Scribe Scroll at some point, you can write emergency scrolls for your rogue - or whoever has UMD - which includes arcane spells from the domain lists.)
This was a roll choice. 4d6 and keep the top 3 I just got really lucky on the rolls, which for me isn't normal! Haha!
I have read through so many builds that I don't know enough about the game being new to see what is really needed in my role of support heals. I was looking at luck and glory but then I lose out on the longbow from erastil. Would those be good choices?
| Zabraxis |
Evangelist archetype is good for a buffing cleric, if you can make do w/ 1 domain and slowed channeling.
| Cavall |
Evangelist archetype is good for a buffing cleric, if you can make due w/ 1 domain and slowed channeling.
I can agree with this.
Running skull and Shackles with this, a skald and a free booter Ranger. The plus 8 to hit and damage the group currently has has been... interesting.| AnonMD |
Try out 4 levels of Evangelist Cleric. From there, dip 4 levels into a Paladin with the Martyr and Warrior of the Holy Light Archetypes. This'll make you sturdier in melee and give you some nice bonuses, such as Lay on Hands, a +1 morale bonus to just about everything Evangelist is already adding to with Inspire Courage, better BaB, and it continues to rack up those effective Bard levels. After your four levels of Paladin, you could continue leveling it to rack up some more bonuses, go back to cleric to improve your spellcasting, or dip Life Oracle for more healing. Oh, and check out the Defense subdomain for your domain. It gets some nice toys.
| Vatras |
While Travel is good, the spells are covered by arcane casters too and are nothing I would call critical. Luck is certainly among the best, because it's (great) ability cannot otherwise be had.
The Glory domain is not so great. People who use CHA skills have typically also the stat for it and don't need the bonus. The 8th level ability is often useless. You have to remember that everyone is fighting. The sanctuary power requires them to stop doing so and rely on the enemy to fail the will save (if there are several enemies, some will save). On those who won't - and that is everyone not grievously hurt - the effect will be cancelled in the same round you use it. It looks way better on paper than in battle. The spell list of Glory has only divine spells, you lose nothing by not picking it. Therefore I would not take it.
If you want to go that way, pick the subdomain of it, Heroism. The 8th level aura is a swift action (always good) and provides a morale bonus, which does not stack with Bless, but with Prayer and Blessing of Fervor.
The Healing domain may seem redundant, but it does offer two advantages. The first is the obvious that your cures get a bonus effect at level 6. The other is, that this is the only way to use your domain spell slot for healing, since you cannot turn that slot into a spontaneous cure. The 1st level power kinda sucks, but can work at low levels, when someone just dropped below 0 HP. It's subdomain, Restoration, has a much better granted power, and some will argue the better spells. So if you are set on Healing, pick the subdomain instead.
The Protection domain has a little problem. It grants named bonuses which don't stack with the same kind. So having a cloak of resistance and a ring of protection makes the effect useless. At higher levels, when not everyone has +4/+5 gear in those slots, it regains some usefulness. The elemental resistance is practically useless, except that it negates the effect of weapons with energy damage or lesser environment effects.
I wouldn't go for the evangelist, though, especially if you are new. Having two domains and the powers of them is often better, although replacing one with the bardic performance is certainly a solid choice. The spontaneous charm-type spells are not so great, though. The issue of being immune (or resistant) to mind-affecting spells aside, later on your DC is going to suck compared to the saves of the monsters.
If it was in addition to casting cure spells, it would be fine, but losing that ability certainly hurts at low levels.