| Kenky |
I am rebuilding my first character. A dwarf cleric of Torag. 20 pt buy for Rise of the Runelords. My DM is letting me do a free rebuild since this was everyone’s first character. I don’t want to go crazy changing him for narrative reason.
My initial thoughts are I am staying with dwarf, cleric, and Torag mostly for RP reasons. I am also thinking about taking the Herald Caller archetype. I will probably take sacred summons and summon good monster as feats.
I am not sure if I want to go a reach battle cleric (probably taking a level of fighter or something to get heavy armor and martial weapons) or go all caster and really fill the buff/debuff role.
My question is as a Herald Caller I am only allowed one domain, which domain, which is available Torag, would be the best: Artifice, Earth, Good, Law, or Protection. I am unsure if my DM would allow variant channeling.
If it helps, we are currently level 6. We have a slayer who does both melee and ranged, a celestial bloodline sorcerer, an unchained rogue, a fighter, and a fire domain druid.
Please no spoilers for RotRLs.
| Kenky |
I could definitely ask about using a subdomain. I looked at them and didn't find any of them wowing me, but if you a have recommendation I'll take a look.
Currently I have the protection domain and the Good. The boost to saving throws from protection is awesome, and I do use touch of Good. My initial thought is the protection domain is kind of null once everyone has access to cloak of resistance. Good is solid domain, and both abilities scale well I think.
| Saldiven |
Take a look at the Archon sub-domain for Good and/or Law (it's a sub-domain for both). Torag does have access to this sub-domain. You keep Touch of Good. At 8th level, you get a Standard Action effect that gives all enemies withing 20' a -2 to hit, AC, and saving throws. It is an untyped penalty, so stacks with any other penalties, and there is no saving throw to avoid it.
If you were thinking of focusing on buff/debuff for your spells, this is another debuff that would stack with any of the others that you might use.
I think the coolest part is the save penalty, if you're doing the debuff thing. Throw that aura out first, and then your debuffs all hit that much more reliably.
Also, the domain spells for the sub-domain are pretty good. Divine Favor at 1st level is awesome; it's a spell you'd often use, anyway. Prayer at 3rd lvl is a decent buff that you'd probably use fairly often, anyway. And, the 6th lvl Planar Ally (Archon only) doesn't suck at all, and it fits in with your Herald Caller summoning thing.
Ascalaphus
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I'd go with full caster herald caller with a dash of skills on the side. Torag is pretty decent for that because you keep access to earth elementals, and standard action archons with sacred summons is sweet too.
I'd go with Good(Archon) too, it's a strong choice and also fits with the summoning theme.
| Saldiven |
It would be reasonable for a GM to rule that they do not stack, but there is nothing specifically in the rules that would prevent them from doing so. The penalty is untyped, and there isn't anything that indicates they do not stack.
There are some other differences, though. The Archon's aura lasts 24 hours or until the affected creature hits the Archon. The Cleric's version only lasts a number of rounds equal to the Cleric level per day, but doesn't cut off if the Cleric is hit.