| Duncan7291 |
I'm breaking the seal on my meat locker and bringing out a grandfathered aasimar to play during PaizoCon. Character is level 4.1 and will be a Cleric. As all of credit, except first scenario, is GM credit; I can make want I want.
Help me build a fun, effective and unique build for PaizoCon. Only restrictions: (1) race is aasimar, (2) will be a Cleric, (3) PFS legal; and (4) fun to play and effective at what they do.
Let the theory craft begin ;)
| Louise Bishop |
I never recommend any channel builds on a cleric other than the Hangover build. Usually is not worth it on a cleric. If channeling is your thing go with a Oracle, Hospitalier Paladin, or Oradin build. CHA based classes just do it better.
With that said I recommend the Evangelist Cleric. Bardic Performance is ALWAYS welcome at a table. I do recommend Variant channeling since the channeling is already dwarfed.
As far as which build to do that is up to you there are plenty of ways to build an evangelist Cleric
1: Reach Cleric
2: Reach + Summoner
3: Pure Summoner
4: Pure Caster
Personally I recommend a Reach + Sacred Summons build w/ Heroism Domain. This kind of build will let you flow with any group and fill several positions as needed. Since in PFS you have no clue what will be needed at each session. The action economy is great with this style of build in the Mid Levels. By Level 8 you end up being one of the most effective builds at the table with amazing action economy. Everyone will love your Standard action summons, Move action Performance, and Swift Action Heroism. Makes stomping in encounters very easy.
| Duncan7291 |
I never recommend any channel builds on a cleric other than the Hangover build. Usually is not worth it on a cleric. If channeling is your thing go with a Oracle, Hospitalier Paladin, or Oradin build. CHA based classes just do it better.
With that said I recommend the Evangelist Cleric. Bardic Performance is ALWAYS welcome at a table. I do recommend Variant channeling since the channeling is already dwarfed.
As far as which build to do that is up to you there are plenty of ways to build an evangelist Cleric
1: Reach Cleric
2: Reach + Summoner
3: Pure Summoner
4: Pure CasterPersonally I recommend a Reach + Sacred Summons build w/ Heroism Domain. This kind of build will let you flow with any group and fill several positions as needed. Since in PFS you have no clue what will be needed at each session. The action economy is great with this style of build in the Mid Levels. By Level 8 you end up being one of the most effective builds at the table with amazing action economy. Everyone will love your Standard action summons, Move action Performance, and Swift Action Heroism. Makes stomping in encounters very easy.
That could work. Any recommendation on feat selection? Also, have you tried defense sub domain instead of heroism?
| Duncan7291 |
I think I'll drop reach and go sacred summons/evangelist. Here is rough draft build. I haven't bought any items yet.
Aasimar cleric (evangelist) of Torag 4 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 40)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +7
Aura deflection aura (2 ft.)
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 31 (4d8+8)
Fort +6, Ref +3, Will +9
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Ranged sling +4 (1d4-1)
Special Attacks channel positive energy 6/day (DC 15, 1d6), countersong, fascinate, inspire courage +1, sermonic performance
Spell-Like Abilities (CL 4th; concentration +7)
1/day—daylight
Cleric (Evangelist) Spells Prepared (CL 4th; concentration +8)
2nd—barkskin[D], cure moderate wounds, summon monster II
1st—bless, protection from evil, shield[D], summon monster I
0 (at will)—create water, detect magic, read magic, stabilize
D Domain spell; Domain Protection (Defense[APG] subdomain)
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Statistics
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Str 8, Dex 12, Con 12, Int 14, Wis 18, Cha 16
Base Atk +3; CMB +2; CMD 13
Feats Sacred Summons[UM], Spell Focus (conjuration)
Traits demonbane summoner (the worldwound), maestro of the society
Skills Diplomacy +12, Heal +8, Knowledge (religion) +7, Perception +7, Perform (oratory) +10, Sense Motive +8, Spellcraft +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ public speaker, spontaneous casting
Other Gear sling, druid's kit[UE], 590 gp
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Special Abilities
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Bardic Performance: Fascinate (2 targets, DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Channel Positive Energy 1d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflection Aura (4 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Public Speaker (-7 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Sermonic Performance (standard action, 16 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
I left open slot for level 1 and 2 also.
| Louise Bishop |
Honestly you do not need more than 12 Cha and 1 skill point in Perform Oratory. I would bump up the Con for use of shield other since your not gonna be up front.
Also I would hold off till level 5 for sacred Summoning due to the lack of Creatures you can use it with until SM 3.
As far as gold goes make sure to have a wand of cure light wounds and a scroll of remove X condition.
| Duncan7291 |
The perform oratory is for day job and fluff :). Point taken about CHA. It was higher when I was thinking about channel cleric. Also, I'll flip sacred summons for augment summons and pick up sacred at 5.
For items, I'm more familiar with that than clerics. I'll eventually pickup rod of Reach (lesser), headband of wisdom, belt of con, courageous long spear and then go from there.