Wraith of the Rightous - Summon cleric


Advice

Scarab Sages

What do you think or would you change in my build. Herald caller prohibited.

Lann summon cleric
Male mongrelman cleric of Iomedae 6
LG Medium humanoid (human)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 58 (6d8+24)
Fort +9, Ref +4, Will +9; +2 vs. mind-affecting and poison
Defensive Abilities resistant
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron longsword +5 (1d8/19-20) or
. . touch attack +4 (As Spell)
Ranged light crossbow +5 (1d8/19-20) or
. . ranged touch attack +5 (As Spell)
Special Attacks channel positive energy 6/day (DC 18, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +11)
. . 6/day—touch of glory (+6)
Cleric Spells Prepared (CL 6th; concentration +11)
. . 3rd—magic vestment, magic vestment[D], summon monster III (2)
. . 2nd—bless weapon[D], blessing of courage and life[APG] (DC 16), spell slot empty level 2, spiritual weapon, summon monster II
. . 1st—bless, protection from evil, sanctuary (DC 14), shield of faith[D] (2), spell slot empty level 1
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Glory (Heroism[APG] subdomain), War (Tactics[APG] subdomain)
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Statistics
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Str 10, Dex 12, Con 16, Int 12, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 15
Feats Augment Summoning, Combat Casting, Sacred Summons[UM], Spell Focus (conjuration)
Traits focused mind, touched by divinity
Skills Acrobatics -3 (-7 to jump), Concentration: Cleric +11 (+15 when casting defensivley or grappled.), Heal +7, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +5, Perception +7, Sense Motive +8, Spellcraft +6, Survival +4; Racial Modifiers emissary
Languages Celestial, Common, Custom Language, Elven
SQ hero points, seize the initiative
Combat Gear wand of cure light wounds, wand of faerie fire (1 charges); Other Gear +1 breastplate, buckler, light crossbow, mwk cold iron longsword, ranged touch attack, touch attack, cloak of resistance +1, bedroll, belt pouch, blanket[APG], candle, chalk, clay[UE], drill[APG], flask, flint and steel, inkpen, iron spike[APG] (2), masterwork backpack[APG], parchment (5), sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Iomedae, 399 gp, 7 sp, 5 cp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cleric Channel Positive Energy 3d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
Cleric Domain (Tactics)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Emissary (1/day) (Ex) Roll twice for Bluff or Diplomacy check, and take the better result.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Resistant (Ex) +2 to save vs. poison and mind-affecting effects.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Touch of Glory +6 (6/day) (Sp) Grant +6 to a CHA-based skill or ability check.

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One of the few underpowered options in Mythic is summoning. The problem is that you and every other encounter has a massive boost from mythic power (or will have shortly). This means that the creatures called by Summon monster fall badly behind the power curve and are largely irrelevant .

In general the build looks fine , but I would warn against relying on summoned creatures in this AP.

Scarab Sages

Nice comment... Will check that with the MJ.

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