Stealth Cleric - Is it feasible?


Advice


Just as the title asks, can a cleric achieve what a rogue can do?

What I'm trying to do:
Stealth
Disable Devices (if not possible, I can do without)
High Burst Damage
PFS Legal
20 pt. buy


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The trickery domain and a trait will cover you for stealth and do so well. Another trait and disable device will be a class skill. Trapfinding without a dip isn't on the cards though summoning monsters to take out traps the hard way could work. Feel like being a herald caller? Besmara might fit as a deity, she provides the trickery domain and as a herald caller you'd get to summon chaotic creatures, those with the water type and a few odd specific creatures.

For burst damage, you'd probably need to stack up buff spells or summon a bunch of stuff.


avr wrote:
Trapfinding without a dip isn't on the cards though

Find Traps


voideternal wrote:
avr wrote:
Trapfinding without a dip isn't on the cards though
Find Traps

Irrelevant. The part of trapfinding that matters is the ability to disable magical traps.


The seeker archtype oracle could do a lot of what you want

Trap finding comes with it, plus stealth isn't so hard to grab with a trait. And if you take the right mystery then you'll reach your damage easy enough.

It is PFS good to go.

Sorry it's no cleric but it's close.


avr wrote:
voideternal wrote:
avr wrote:
Trapfinding without a dip isn't on the cards though
Find Traps
Irrelevant. The part of trapfinding that matters is the ability to disable magical traps.

Imo +1/2 level to perception checks vs traps is relevant, but maybe that's subjective.

Also, Clerics can Dispel Magic vs magic traps.

Sovereign Court

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As a Cleric, pick a deity that has access to Clandestine Inquisition which gives the following.

Clandestine Inquisition:

Deities Achaekek, Desna, Iomedae, Milani, Nethys, Norgorber, Sarenrae, Shelyn, Sivanah.

Granted Powers: Secrecy is required of the faithful in lands where your deity’s worshipers are hunted. Sleight of Hand is a class skill for you.

Disappear (Sp): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Blessed Secrecy (Su): At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Delayed Spells (Su): At 8th level, you can delay the effects of a spell you cast by up to 1 round per inquisitor level. You choose the duration of the delay when you cast the spell and can cause the spell to take effect immediately during the period of delay by concentrating as a standard action. You can use this ability once per day plus an additional time per day for every 4 inquisitor levels you have beyond 8th.

Pick Norgorber as your deity, take Divine Fighting Technique, and maybe going Separatist to pickup the Growth subdomain. Use Heirloom weapon or spend a weapon proficiency feat or dip into a melee class to have proficiency with Scizore, Gandasa, Bastard Sword, Dwarven waraxe, Dwarven double waraxe (enlarged and hitting from stealth your first attack will be 3d8, 3d6 if using the Estoc). You'd have a bunch of swift action enlarge person uses, a bunch of standard action vanishes, and a good weapon.....I might end up making a character like this just for fun lol.

Add Impact enchantment to your weapon and take Vital Strike and you'll be doing 8d8dmg with 1 strike.


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avr wrote:
The part of trapfinding that matters is the ability to disable magical traps.

There's always Trap-Finder, if you're in a game that allows campaign traits from other campaigns.


voideternal wrote:
avr wrote:
voideternal wrote:
avr wrote:
Trapfinding without a dip isn't on the cards though
Find Traps
Irrelevant. The part of trapfinding that matters is the ability to disable magical traps.

Imo +1/2 level to perception checks vs traps is relevant, but maybe that's subjective.

Also, Clerics can Dispel Magic vs magic traps.

You can take 20 on searching for traps which is normally sufficient without a half-level bonus. On the other hand a roll probably won't be sufficient (usually <50% I think) even with a half-level bonus.

Dispel Magic can work, but it's unreliable (caster level check required), costs a 3rd level spell slot and only suppresses a magic trap for 1d4 rounds.

@Matthew: The OP asked for PFS-legal options only.


The 'Wisdom in the Flesh' (Irori) Trait lets you base Stealth off of WIS and makes it a class skill, which is always handy.

If you're willing to multiclass by two levels, an Iroran Cleric with Ninja 2 or (normal) Rogue 2 can pick up a Ki Pool, learn Vanishing Trick, and use the Ki Channel feat to replenish their Ki supply all day long, while using Accomplished Sneak Attacker to grab a 2d6 Sneak Attack. A 2-level dip is going to make a Cleric closer to a 6-level caster until higher levels, but the combo is uniquely strong. Separatist Cleric means that following Irori doesn't have to define your powers.


It's doable, but it would be easier with an inquisitor. That said, going the cleric route you probably want to be human for the extra skill rank. Though lack of any kind of night vision will hurt there.


Trickery domain gives stealth class skills, plus stealth-friendly domain spells.
Human with Focused Study [3x Skill Focus], and being a Human gets +1 rank/HD.
Pick the Criminal (social) trait to get Disable Device as a class skill.
...
Profit.

Shadow Lodge

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JollyCooperation wrote:

Just as the title asks, can a cleric achieve what a rogue can do?

What I'm trying to do:
Stealth
Disable Devices (if not possible, I can do without)
High Burst Damage
PFS Legal
20 pt. buy

The main problem full-caster clerics have, even with carefully-chosen archetypes and traits, is generating enough skill points to do better than suck at a rogue's job. They could raise their INT beyond 12, but that's the classic cleric dump stat, and gets them, at best, 4 skills per level as a human (assuming they take HP each advancement).

Q. What kind of cleric are you envisioning?
* Summoner?
* Save-or-Suck-O'matic?
* Buffer, Dabbler, Pinch Healer?

-- Only the last of those works well as a multiclass, since it focuses on lower level spells. (This works well in PFS, which is a mainly low/mid-tier campaign which is also relatively cash-rich, so papering over deficiencies with items is a viable strategy.)

________
halfling, 15,14,14,14,12,07 20pt array
STR-05
DEX+17
CON:14
INT:14 (four 14s and a 17...ain't it sick?)
WIS:14
CHA+14

racial traits: Fleet of Foot
character traits: Crowd Dodger, Magical Knack(cleric)
alignment: CG

00 base: BA saves (+1 halfling racial)
01 rogu1 00 03 06 03 [unchained][weapon finesse][SA+1d6], Improved Initiative
02 clerc1 00 05 06 05 [cayden:travel/good(friendship:Powerful Bond)], move+10
03 rogu2 01 05 07 05 [evasion][Trap Spotter], Two Weapon Fighting
04 rogu3 02 06 07 06 [finesse training:kukri][SA+2d6], DEX>18
05 clerc2 03 07 07 07 Piranha Strike or Accomplished Sneak Attacker
or FEAT(g)
06 clerc3 04 07 08 07 [2nd-level spells]
07 clerc4 05 08 08 08 FEAT(g), ...etc

Exploits:
* UMD Mage Armor
* all-day 50' move w/Longstrider
* better-than-monk saving throws
* DEX-to-damage in a light 18-20 threat weapon
* caster level is only -1 off character level despite three in the dipping class
* Evasion, channeling, Cure Moderate Wounds, Lesser Restoration, and ability to make Acrobatics checks drastically cuts rate of consumable usage in mid-tier PFS
* communicates telepathically within 60' (requires one other good-aligned PC)

Party role: trapmeister, enemy sentry snuffer.

Tactics: run down enemy casters while Silenced.

Equipment: haversack (high priority), MW kukris, light crossbow (normally stowed), wand of Mage Armor, various rogue gear and masterwork +2-to-skill items

4 sk/lvl ...most important: Acrobatics, Disable, Perception, Stealth Misc. points in Bluff, Climb, Diplomacy, Escape Artist, Kn:Local, Swim, UMD


Anything is feasible, if your character is willing to devote the resources.

I would go with a DEX primary follower of Desna. Spells should focus on healing/buffs, so DC's won't be an issue.

Human, for the extra skill points. Take Fast Learner or Additional Traits at 1st level as your bonus feat.

Dervish Dance is your friend.

Stealth, Perception and Disable Device can be picked up as class skills via traits.

Sovereign Court

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Once again, take the Clandestine Inquisition instead of a domain. With Wisdom being your primary focus you're looking at roughly 5 casts of "Vanish" and 2 uses a day of roll twice and take the highest for stealth checks (along with using those for Bluff, Disguise, or Sleight of Hand if you wish. All Rogue'ish things.) Get a +4wis headband and you'll have 7 Vanishes and 4 rerolls, which should be enough to get you through PFS scenarios.

Take the Highlander trait for Stealth as a class skill.

Stats:
Str: 18 (+2 racial)
Dex: 12
Con: 14
Int: 12
Wis: 14
Cha: 7

Traits: Fate's Favored (faith), Highlander (region)
Additional Traits: Magical Lineage- Fate's Favored (magic), Seeker (social)

Take feats: Weapon Proficiency: Falcata, Divine Fighting Technique: Norgorber, Power Attack, Furious Focus, Vital Strike, Additional Traits, Quicken Spell Metamagic

Gear: Assuming +4 belt of strength, +4 headband of wisdom, +1 Keen Falcata (use Greater Magic Weapon to boost to +2), +2 mithral kikko armor.

11th level: rnd1 you quicken Fate's Favored and standard action "Disappear". rnd2 you swift action Enlarge via Growth subdomain (Separatist archetype) and attack.

Atk: 8bab + 7str + 2weap + 4dfavor + 2invis = +23 vs flat-footed
Dmg: 4d6 + 10str + 2weap + 4dfavor + 9pa + vital strike = 6d6 + 25dmg @ 17-20 x3 crit.
*Throw in Deliquescent Gloves for an additional 1d6 acid damage.

---------------

Clandestine Inquisition:
Disappear (Sp): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Blessed Secrecy (Su): At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

The more I stat this out the more I think I'm actually going to play this myself lol.

***My top weapon suggestions would be either a Falcata, Great terbutje, or Bastard Sword. (Seems Estoc could be considered a Two-Handed weapon and disqualify itself from the Norgorber DFT feat.)


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A really interesting way to do a 'stealthy pounce' kind of theme would be to go Separatist Cleric with the Wolf Domain and take Preferred Spell: Aspect of the Wolf. With Aspect of the Wolf (+4STR, +4DEX, +2 to trip, trip as a swift action) being generally usable starting at level 5, you've got a strong knockdown you can tack-on to other actions. Aspect is min/level, so with a bit of preparedness and a cheap lesser extend rod you can have it on for 10+ minutes. By level 8 you can pick up Greater Trip and start to pull bonus attacks from your swift action trip. Since Cleric doesn't have any Sneak Attack dice, you lose nothing by having your swift trip be the attack that breaks stealth - and the target of your trip takes the normal AC penalties from a stealthy attack to their CMD. Using Dirty Fighting means you don't need Combat Expertise or INT, and you gain an excellent bonus to tripping from flanking.

One option for this would be a 'Hound of the Lantern King' build, where you also use Trickery Domain for Invisibility (fill all Domain slots from 2 up with Invisibility, since Aspect of the Wolf can be cast with regular slots).

For overall ease-of-use, a build like this might actually work best with a level of Fighter coming in at 6 after Aspect is picked up, to grab a strong weapon and line up Greater Trip ASAP.

Shadow Lodge

Kysune wrote:

Once again, take the Clandestine Inquisition instead of a domain. With Wisdom being your primary focus you're looking at roughly 5 casts of "Vanish" and 2 uses a day of roll twice and take the highest for stealth checks (along with using those for Bluff, Disguise, or Sleight of Hand if you wish.

snip
11th level: rnd1 you quicken Fate's Favored and standard action "Disappear". rnd2 you swift action Enlarge via Growth subdomain (Separatist archetype) and attack.

Atk: 8bab + 7str + 2weap + 4dfavor + 2invis = +23 vs flat-footed
Dmg: 4d6 + 10str + 2weap + 4dfavor + 9pa + vital strike = 6d6 + 25dmg @ 17-20 x3 crit.
snip

The more I stat this out the more I think I'm actually going to play this...

The things you do with Moonlight Stalker and Moonlight Stalker Feint....

...Gonna hafta work on this a bit.

___

Addendum: Oh, come on... Not one of those Clandestine deities has the Darkness domain? (I guess they only skulk in broad daylight.)

*sigh*

So much for that cheese.


Sir Thugsalot wrote:

Addendum: Oh, come on... Not one of those Clandestine deities has the Darkness domain? (I guess they only skulk in broad daylight.)

*sigh*

So much for that cheese.

Couldn't you Seperatist your way into it?

Liberty's Edge

Roaming Exorcist and Herald Caller help with Skill Points.

Scarrab Sages,Rice Runner, and Multiclassing can help with specific skills.

Shadow Lodge

Torrel the Sacred Exorcist wrote:

Roaming Exorcist and Herald Caller help with Skill Points.

Scarrab Sages,Rice Runner, and Multiclassing can help with specific skills.

Both of these archetypes forfeit the second domain. Depending upon what you're interested in, that's either tolerable, or a deal-killer.
Ierox wrote:
Sir Thugsalot wrote:

Addendum: Oh, come on... Not one of those Clandestine deities has the Darkness domain? (I guess they only skulk in broad daylight.)

*sigh*

So much for that cheese.

Couldn't you Seperatist your way into it?

That is a thought...but it does nerf one of your domains with -2 levels (so it won't even activate its 1st-level powers until 3rd), which obviates the concept if cleric is the dipped class rather than the martial class. Still, the best, and at present, only, option.


1. focus heavy on wisdom and dex. a Evangalist Dervish dancer is fitting.
2. stealth : trait for skilled or wisdom in a flesh for wisdom based.
3. skill unlock (the unchained feat) disable device = trap finding.
4. eldritch heritage shadow improve at level 11 for hide in plain sight.


Sir Thugsalot wrote:
Torrel the Sacred Exorcist wrote:

Roaming Exorcist and Herald Caller help with Skill Points.

Scarrab Sages,Rice Runner, and Multiclassing can help with specific skills.

Both of these archetypes forfeit the second domain. Depending upon what you're interested in, that's either tolerable, or a deal-killer.
Ierox wrote:
Sir Thugsalot wrote:

Addendum: Oh, come on... Not one of those Clandestine deities has the Darkness domain? (I guess they only skulk in broad daylight.)

*sigh*

So much for that cheese.

Couldn't you Seperatist your way into it?
That is a thought...but it does nerf one of your domains with -2 levels (so it won't even activate its 1st-level powers until 3rd), which obviates the concept if cleric is the dipped class rather than the martial class. Still, the best, and at present, only, option.

Actually, the minimum cleric level is 1, for the purpose of the forbidden rites domain. So you'd still get blindfight at first level.


I understand that the OP is looking for PFS Legal but taking the suggestions all given above combined with a VMC Rogue would make a pretty decent basis for a Stealth Cleric.

Cleric (VMC Rogue) with the Trickery Domain and Clandestine Inquisition gives you Trapfinding as well as Sleight of Hand, Stealth, Bluff and Disguise all as Class Skills. It also makes those skills more effective with a number of Stealth and Trickery focused Domain/Inquisition Spells and Powers while eventually leaving you with a decent SA.

Honestly not so bad and it's something I'd like to try in the future.

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