Jiggy
RPG Superstar 2012 Top 32
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I've got a race boon allowing me to play an undine in PFS. A water-themed PC makes me think of knowledge, divination, misdirection, illusion, vision, and so forth. I've been curious to try a casting-focused cleric, and undines get a bonus to WIS, so why not? I decided I liked the Knowledge and Trickery domains well enough, and discovered a deity named Sivanah, goddess of illusions and secrets. Perfect!
So! Now I need to figure out this build. Let's start with stats:
Obviously, WIS is top priority. I'm not interested in fighting with a weapon and I get a STR penalty anyway, so that's a low priority (though I'm not prepared to dump all the way down, as that seems dangerous). If I'm into knowledge and secrets and such, then it seems on-theme to have a solid INT. CON and DEX need at least a little investment, but nothing too extreme is needed. CHA... I'm not sure what to do with CHA. Should I invest in it? I feel like channeling is a bit unhelpful unless I invest in CHA, so I almost feel like I should either pump it or dump it. With Sivanah being a neutral deity, I could be neutral too and then pick positive or negative channeling, so there are some interesting things I could do with it if I wanted...
Here's a potential stat spread, assuming I wanted to have moderate CHA for channeling:
STR 06 (08-2) (Medium load caps at 40lbs)
DEX 14 (12+2)
CON 12
INT 13
WIS 18 (16+2)
CHA 14
Pretty well-rounded, though that STR penalty hurts. If I wear an agile breastplate, I'm left with only 15lbs for the rest of my gear. Daunting, but I suppose it's doable...? Probably no shields. Yikes. Pathfinder pouch, here I come!
As for the rest: with FCB into hit points, I've got 7HP/level. I might want to add Toughness, but that's not too bad for a stand-in-the-back-and-cast type, right?
The INT opens up the possibility of Spell Specialization, which is intriguing. Are there good cleric options for that feat?
The CHA means I could be solid in Diplomacy, and also lets me channel 5/day at a fairly-okay DC. Also means up to two targets excluded with Selective Channel, if I take it. I could skip it if I go positive and reserve channels for post-combat group hugs or emergencies, but it's a must if I go negative.
Speaking of negative channeling, the Madness and Magic variant channeling abilities look pretty intriguing. Anyone know if they're worthwhile?
So anyway, that's about where I'm at. Any input would be welcomed. Thanks!
| Hogeyhead |
Okay internet ate my post, and it was a long one so here we go again...
Str of less than 9 is very dangerous. Greater shadows do 1d8 str damage with a touch attack, and it is special as if you go to 0 you die.
If you want to channel go big or go home, seriously. also don't do variant channeling, total trap. Both of the effects you list have durations way too short to justify half damage from both heal and harm. Also the effects aren't that good to begin with. If you do go channel first get selective channel then get the following feats in no particular order: extra channel, versatile channel, improved channel, quick channel. Get exalted of the society, and an ioun stone of cha (leave the headband slot for wis)
Honestly though don't do it if you want to be a caster leave cha at 10 or 9, use it for out of combat healing, haunts, and the occasional mass of low hp undead.
Knowledge domain is pretty bad, so are it's sub domains, I'm personally a huge fan of Madness great powers, great spells after lvl 3. Deception subdomain is better than vanilla trickery as you get full mirror image not copycat.
If you plan to do lots of touch spells pick up weapon finesse.
You are a caster cleric with no strength, get a sheild, at least get a buckler, as you can cast with that hand in a pinch.
you should have stats something like:
str 10 dex 14 con 12 int 14 wis 18 cha 9. (you could switch cha and str if you want)
I feel that array keeps with your concept, and if you really want to be good at diplomacy get a circlet of persuasion, head slot not headband, plus class skill and full ranks, you are fine, not excellent, but fine.
spell specialization, well you could go with holy smite, then flame strike, but your character seems more subtle than that. I'd go with dispel magic, then get varisian tattoo, which if you have spell specialization you already qualify for, and you get +3 cl on dispel, small difference, big result.
Try not to be pigeon holed into in combat healer. Heal after combat with channel and other character's wands of clw. Heal yourself with your own wand, as that is for you not everyone else, as it cost you prestige they are not entitled to your money.
Your save dcs will be good so prepare a lot of command and murderous command, and carry like 10 pop lvl 1 and recharge them after every combat, your spell casting will go much farther that way.
Good luck, you have a decent int so you can put ranks into knowledges you think will be useful, don't be afraid to put a trait into a knowledge to make it a class skill if you really want it.
Good luck.
Jiggy
RPG Superstar 2012 Top 32
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Okay internet ate my post, and it was a long one so here we go again...
I've gotten myself into a habit of hitting CTRL+A then CTRL+C after long posts, before hitting submit. It's a lifesaver sometimes. :)
Str of less than 9 is very dangerous. Greater shadows do 1d8 str damage with a touch attack, and it is special as if you go to 0 you die.
Yeah, but I'm not too keen on paying for my STR. But you do have a point. Hrm. We'll see.
If you want to channel go big or go home, seriously. also don't do variant channeling, total trap. Both of the effects you list have durations way too short to justify half damage from both heal and harm. Also the effects aren't that good to begin with. If you do go channel first get selective channel then get the following feats in no particular order: extra channel, versatile channel, improved channel, quick channel. Get exalted of the society, and an ioun stone of cha (leave the headband slot for wis)
Noted.
Honestly though don't do it if you want to be a caster leave cha at 10 or 9, use it for out of combat healing, haunts, and the occasional mass of low hp undead.
Yeah, that's probably about right.
Knowledge domain is pretty bad, so are it's sub domains, I'm personally a huge fan of Madness great powers, great spells after lvl 3.
Do you have suggestions for a replacement for Knowledge that would stay on-theme (or at least not conflict with it)? Madness doesn't really fit.
Deception subdomain is better than vanilla trickery as you get full mirror image not copycat.
On the other hand, copycat is a move action, and can be used in far more fights per day. Not to mention getting to have invisibility as a domain spell (not that I'll necessarily prepare it, but it becomes a non-UMD scroll option). I like base Trickery better.
If you plan to do lots of touch spells pick up weapon finesse.
I was thinking about it, though the value goes down a bit if I keep 10 STR as you suggest; it's not like I'll be boosting DEX as I level, and eventually my BAB will make that relative +2 look pretty pointless versus touch AC.
You are a caster cleric with no strength, get a sheild, at least get a buckler, as you can cast with that hand in a pinch.
Kinda depends on where my STR ends up.
you should have stats something like:
str 10 dex 14 con 12 int 14 wis 18 cha 9. (you could switch cha and str if you want)
Hm, that's not too bad. I'll think about it. I could even take Toughness and put FCBs into skills for 5/level.
spell specialization, well you could go with holy smite, then flame strike, but your character seems more subtle than that. I'd go with dispel magic, then get varisian tattoo, which if you have spell specialization you already qualify for, and you get +3 cl on dispel, small difference, big result.
I had that idea, but I dunno. I'll see what other ideas people have.
Try not to be pigeon holed into in combat healer. Heal after combat with channel and other character's wands of clw. Heal yourself with your own wand, as that is for you not everyone else, as it cost you prestige they are not entitled to your money.
Yeah, I don't plan on being a combat healer.
Your save dcs will be good so prepare a lot of command and murderous command,
I was also considering the racial spell marid's mastery. You might look at it and think "What a terrible, situational buff", but I look at it and say "What an awesome debuff against enemy fighters/animals!" ;)
But yes, command and murderous command as well. :)
and carry like 10 pop lvl 1 and recharge them after every combat, your spell casting will go much farther that way.
Ten might be a little over the top, but yes, I'll be packing pearls.
Good luck, you have a decent int so you can put ranks into knowledges you think will be useful, don't be afraid to put a trait into a knowledge to make it a class skill if you really want it.
You say that, yet the Knowledge domain makes ALL Knowledge skills class skills—and also lets me touch a creature for a guaranteed success even if untrained—and yet you said it was a bad domain. Make up your mind! ;)
Phosphorus
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Oooooh, just had another thought: there's an undine feat that adds a list of combat maneuvers to what you can do with hydraulic push, but unfortunately that's not a cleric spell. Maybe I should check out the druid spell list to see if I could still fit my theme that way...
You could play a Waves Shaman.