Should This Cleric Dip Bloodrager / Other?


Advice


Here's the landscape: I have a NG human cleric (Sarenrae) 1 (Fire/Medicine) in a party with 5 others. Other members of the party consist of: human paladin (working toward worg mount), half-orc samurai (shogun), half-orc hunter, human winter witch (aiming for ridiculous cold damage), human efreeti-blooded sorcerer (burn all the things), and a halfling conjurer/teleporter.

Here's a link to the character: Kairon Daaltin

You'll notice that this build is far from optimized.

Factors to bear in mind:
1) Stats were die-rolled.
2) Characters (and foes) get max hp per HD.
3) Fire and Medicine domains cannot be swapped out at this point.
4) I like the Accursed feat (kinda), and the GM strongly recommended Selective Channeling. I'm . . . ambivalent toward the feats, but I may face some pressure to not change them.
5) I am the dedicated healer, both mechanically and narratively. That's unlikely to change.
6) The best part: The GM has pre-approved Sacred Summons with celestial template; given a few more levels, action economy won't be too much a problem.

Given some of this character's backstory, I am considering multiclassing into bloodrager. The movement boost, Acrobatics class skill, and morale stat bonuses appeal to me -- especially getting Acrobatics. Running with some hybridization of the "reach cleric" is likely to be best plan for this toon.

So, here's the real question: should I multiclass at all with bloodrager? If yes, how far do I dip? Or is there another class that a dip would provide more benefit?


If you plan on summoning and healing don't go bloodrager, don't dip at all.

If you don't plan on casting in combat and plan on hitting things go ahead and dip.

From the sounds of it, you're planning on healing and summoning, so don't dip at all.


Is a one-level dip worth it? Because with the hp considerations, weapon attacks will be even more valuable than usual, right?


Syrus Terrigan wrote:
Is a one-level dip worth it? Because with the hp considerations, weapon attacks will be even more valuable than usual, right?

What are you trying to say, I'm not understanding.


Since all enemies are going to have max hp per HD, weapon attacks will be more meaningful than normal, right? Damage-based spells will be less able to end encounters, so weapon attacks will have an even stronger impact than they already do, right?

Being able to bloodrage for 7 rounds (4 + 2 Con + 1 human FCB) in one day may be enough for 2 combats, at most. Would the increased DPR be worth the investment? I'm the primary healer, but I need to be able to effectively frontline, as well -- we've got the paladin, the shogun, and the hunter (large cat companion), but I'm not always going to be able to stay in the back since we've got three 'squishies'.

I know a cleric can do a decent job of "standing alone" from time to time, but . . . . I dunno. It just seems this build won't be able to do enough, is all. That's the root issue, really.


just build a combat cleric. But don't dip. If you're planning on healing IN combat or casting summon spells IN combat, then raging stops all casting.

You're running into the problem of the cleric. It has like 5 things it can do, heal, summon, damage, spells, channel, but it can only really pull of 2 of them in one build. You need to decide where you're focusing and work on that aspect.

So don't dip.


Does dipping into bloodrager sound fun, or does it fit the theme of your character? If yes, dip. If no, don't dip.


I don't believe the dip will make a positive effect on your cleric.


I am torn between a few options, honestly -- straight cleric, cleric/bloodrager, and cleric/ranger. The first two fit best, so far, but in the story I have gained a friend: a small fox that I healed after freeing it from a trap. And that could point to ranger.

We haven't yet been put to the test in combat yet (which will likely change within a couple days, at most -- PbP), so how it plays out mechanically could inform my decisions. That said, since every baddie will have maxed HP, it seems that repeatable combat capability will be crucial to our survival -- and stabbing/bashing things to death makes good sense, in that regard.

And bloodrager fits reasonably well with some of the backstory -- couple of maddened outbursts having significant roleplay impact, at present --, . . . .

Thanks for your input, Telluride, Chess Pwn. I appreciate it.


Syrus Terrigan wrote:

Here's the landscape: I have a NG human cleric (Sarenrae) 1 (Fire/Medicine) in a party with 5 others. Other members of the party consist of: human paladin (working toward worg mount), half-orc samurai (shogun), half-orc hunter, human winter witch (aiming for ridiculous cold damage), human efreeti-blooded sorcerer (burn all the things), and a halfling conjurer/teleporter.

Here's a link to the character: Kairon Daaltin

You'll notice that this build is far from optimized.

Factors to bear in mind:
1) Stats were die-rolled.
2) Characters (and foes) get max hp per HD.
3) Fire and Medicine domains cannot be swapped out at this point.
4) I like the Accursed feat (kinda), and the GM strongly recommended Selective Channeling. I'm . . . ambivalent toward the feats, but I may face some pressure to not change them.
5) I am the dedicated healer, both mechanically and narratively. That's unlikely to change.
6) The best part: The GM has pre-approved Sacred Summons with celestial template; given a few more levels, action economy won't be too much a problem.

Given some of this character's backstory, I am considering multiclassing into bloodrager. The movement boost, Acrobatics class skill, and morale stat bonuses appeal to me -- especially getting Acrobatics. Running with some hybridization of the "reach cleric" is likely to be best plan for this toon.

So, here's the real question: should I multiclass at all with bloodrager? If yes, how far do I dip? Or is there another class that a dip would provide more benefit?

I wouldn't multiclass. You lose too much for what you're wanting in return. Caster Levels, Spell Progression, Channel Energy Dice, Domain benefits...the list goes on. These are all things that you, as a player, wanted to specialize in, as those directly affect your ability to heal and summon creatures.

Acrobatics does you no good, because you cannot use Acrobatics when your movement is reduced from armor or encumbrance. Movement speed, while convenient, won't absolutely break you if it's reduced, especially considering the role you're filling. Even if it does, Mithril Breastplate is plenty good enough for a Cleric. (It also lets you use Acrobatics, which is much more feasible.)

Reach Cleric wouldn't be bad, but if you want to be good at it, you'd need to worship a deity that gives you proficiency with a decent reach weapon, or spend a feat on it.

Selective Channeling may not be the best, since Channel Energy is only good for out-of-combat healing, or damaging large groups of undead, but as a Cleric, specializing in Channel Energy is certainly viable, but with your attribute array, it may not be worth it.

So, what you wanted was Acrobatics as a Class Skill, extra movement, and martial boosts, right? Some solutions without having to dip:

-Character Traits. The Fate's Favored (Faith) Trait improves Luck Bonuses by 1. Divine Favor/Power grants a +1 Luck Bonus to Attack and Damage Rolls/3 Caster Levels. Put two and two together, and boom, your martial power rivals that of an unbuffed full BAB character. Next, there's the Reckless (Combat) Trait, which gives +1 Acrobatics, and makes it a Class Skill.

While I understand you already took two traits to begin, the Additional Traits feat solves this issue, and based on the traits you chosen, should stack with what you have. It doesn't have to be right away, but eventually, when you get access to the stuff you want, you'll need these to keep up.

-Custom/Magic Items. Mithril Medium Armor counts as Light Armor for movement, which means you're back to your base 30 feet (and can use Acrobatics again). There are some magic items (Boots of Striding and Springing, I believe,) that grant movement speed bonuses as well; look into those.

The issues you wanted to solve, can be done quite easily without a dip. I'd just spare yourself the madness

Grand Lodge

Chess Pwn wrote:

just build a combat cleric. But don't dip. If you're planning on healing IN combat or casting summon spells IN combat, then raging stops all casting.

You're running into the problem of the cleric. It has like 5 things it can do, heal, summon, damage, spells, channel, but it can only really pull of 2 of them in one build. You need to decide where you're focusing and work on that aspect.

So don't dip.

He could still cast while raging, though he'd have to invest in Mad Magic [feat] or the "Moment of Clarity" Rage power.

Clerics are quite a versatile class, i wouldn't dip.
If you want to rage, ask the Witch to get the Rage spell when she gets that level, and cast that when people need the damage boost.


Do not dip blood rager. It's simply not worth it.

  • You'll be busy with healing/casting/summoning too often to make good use of rage.
  • You don't need the speed boost. You have spells for ranged attacks and can summon stuff at decent range. Also, for hard fights you'll probbaly have Haste from the sorc or conjurer. At mid-levels boots of striding and springing are cheap.
  • Acrobatics as class skill is nice, but you only get 2 skill ranks per level and those are probably better spend on spellcraft (because it's useful) and heal (because one of your domain powers is useless without it).

If possible, get rid of Selective Channeling. Channeling in combat is rarely needed. At low levels, damage is usually focused enough to make single target healing sufficient. At higher levels, your empowered mass cure spells are at least just as strong as channeling and they are always selective.

Get Extra Channel for healing between combats instead. Helps you conserve spell slots/wands in the early levels when those are sparse. Seek for other ways to spend your channels at mid- to high-levels.

I recommend a +1 cold iron grayflame scimitar. Punches through most kinds of DR and deals some extra damage.

How long is the campaign? What level can you expect to reach? If you're worried about your combat abilities and you'll be level 10+, consider going Cleric 7/Holy Vindicator 4. I'd usually recommend cleric 8 before you switch but it doesn't matter for your domains. After level 4, I'd return to cleric.

With Holy Vindicator, you can turn your channeling into a seizable AC bonus (and you get heavy armor), allowing you to stay at the frontline more easily.


I agree, do not dip. Summons, healing, and spells are all tied to your level. You could afford to lose one of those for a good dip but no dip is going to make up for all three.


Well, we are only locked in to a module (with which I am only passingly familiar) at present, but that *could* turn into a longer campaign. In other words, I have no idea exactly how far this will go.

I hate to ask for metagame information, but it could be pivotal: any of you know how long the module involving Falcon's Hollow and the Blackscour fungus last, in terms of levels gained? That's the only sure thing in terms of how long this goes.


I'm not sure, but that sounds like an old and very short module that should barely bring you to level 2 or 3. There is however a "sequel" module that can probably get you to 5 or something like that.
Honestly, I wouldn't bother with any multiclassing in that level range. Think about it again when you're level 5+. By then, you should also have a better idea on how the party works together and what exactly you are doing in combat most of the time.

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