Half-Elf Blossoming Light Cleric for Wrath of the Righteous


Advice


So I am looking to play a Half-Elf Blossomiing Light Cleric of Saranrae for wrath of the righteous and I was wondering if I can get some suggestions.

For domains I was thinking the Glory(heroism) and Sun domain as they directly improve channel.

I think I want to go for the half elf favored class bonus as well.

The point buy is 25 and I was thinking of something like this 7/12/14/12/18/16
My skills being diplomacy, sense motive, and knowledge religion.

My first feat will be selective channel but beyond that I am not entirely sure where to go with it.

Heirophant makes the most sense for the Mythic path but I'm not sure which abilities to take beyond that. Or which mytthic feats to take. I think the one that increases my cleric level for my domains.

As for traits I think there is one for rerolling 1's on channel energy checks?

Any help will be appreciated, thank you <3


pixierose wrote:

So I am looking to play a Half-Elf Blossomiing Light Cleric of Saranrae for wrath of the righteous and I was wondering if I can get some suggestions.

For domains I was thinking the Glory(heroism) and Sun domain as they directly improve channel.

I think I want to go for the half elf favored class bonus as well.

The point buy is 25 and I was thinking of something like this 7/12/14/12/18/16
My skills being diplomacy, sense motive, and knowledge religion.

My first feat will be selective channel but beyond that I am not entirely sure where to go with it.

Heirophant makes the most sense for the Mythic path but I'm not sure which abilities to take beyond that. Or which mytthic feats to take. I think the one that increases my cleric level for my domains.

As for traits I think there is one for rerolling 1's on channel energy checks?

Any help will be appreciated, thank you <3

I'm going to be Brutally Honest and you can disregard my advice if you want.

In Mythic fights is like rocket tag. Either your Launching missiles or you are receiving them. Even the most Optimized channel builds can not keep up with mythic damage, spells, and abilities. You want to be hit as little as possible by demon lords. So even if you optimize your channels you will not keep up and you will still have deaths left and right.

Another sub par route in Mythic is Summoning. Summoned creatures just do not do as well in Mythic as in regular play. They usually go down in 1 hit (or AoE ability) and they have extremely hard time Hitting and breaking DR of Mythic Creatures.

I highly recommend you build towards casting Mythic spells. You will have the most success by doing so. Only in the first 6 levels will Channeling really work out because that is pre Mythic levels. I for one would not waste my feats on channeling on a cleric in a mythic campaign. I would put those feats towards feats you can take the mythic version of or that bring more to the table like meta magics, Craft or survival feats (Great Fortitude, Iron Will, Toughness ext)

That is my 2cp on this. I do not want you to invest in something that just is not going to be good in Mythic. I want you to enjoy the system instead of feeling left behind the curve.


To be more brutal, build towards being able to cast Multiple Heals and preferably Mass Heals every round as the rocket tag in the final battles is impressive (unless your gm runs as written in which case the walk over is even easier)
Summons and channelling don't work in mythic, the mythic healer found their 2 most useful abilities were the mythic ability to keep casting healing magics for a number of rounds equal to their tier after they died, it meant that as the GM I could not get rid of that healer except with Maze spells. And scribe scrolls for a ressurection and 2 Restorations to put him back togther after each major fight.

Mythic opponents can usually reroll saves or spend a mythic point to get rid of a condition so most offensive spells are of limited value and in any case a round in which you have time to cast an offensive spell will be rare as the glass cannons in your team will need a heal to put them back on their feet after they take a few hits


JohnHawkins wrote:

To be more brutal, build towards being able to cast Multiple Heals and preferably Mass Heals every round as the rocket tag in the final battles is impressive (unless your gm runs as written in which case the walk over is even easier)

Summons and channelling don't work in mythic, the mythic healer found their 2 most useful abilities were the mythic ability to keep casting healing magics for a number of rounds equal to their tier after they died, it meant that as the GM I could not get rid of that healer except with Maze spells. And scribe scrolls for a ressurection and 2 Restorations to put him back togther after each major fight.

Mythic opponents can usually reroll saves or spend a mythic point to get rid of a condition so most offensive spells are of limited value and in any case a round in which you have time to cast an offensive spell will be rare as the glass cannons in your team will need a heal to put them back on their feet after they take a few hits

Yes and more yes! I agree 100% Mythic is a different Beast altogether. But a very fun beast as the numbers and abilities are insanely impressive.


Hmmm maybe I'll play something else and use this for another game/adventure path down the line.


Louise Bishop wrote:


Yes and more yes! I agree 100% Mythic is a different Beast altogether. But a very fun beast as the numbers and abilities are insanely impressive.

This is where we disagree. Mythic sucks the fun out of high level play, I hated gm'ing most of book 5 and all of book 6 despite the superb plot and characters.

However to the OP , your concept is interesting and I think may work better in a game where the idea's you want to exploit are not made trivial by mythic power.
One of the most effective things the mythic wizard in my group did was using limited wish to punch Litany of the righteous through enemy SR paired with another limited wish and persistant to make them fails the saves which was about another 500pts of automatic damage from the Paladin in a round


JohnHawkins wrote:
Louise Bishop wrote:


Yes and more yes! I agree 100% Mythic is a different Beast altogether. But a very fun beast as the numbers and abilities are insanely impressive.

This is where we disagree. Mythic sucks the fun out of high level play, I hated gm'ing most of book 5 and all of book 6 despite the superb plot and characters.

However to the OP , your concept is interesting and I think may work better in a game where the idea's you want to exploit are not made trivial by mythic power.
One of the most effective things the mythic wizard in my group did was using limited wish to punch Litany of the righteous through enemy SR paired with another limited wish and persistant to make them fails the saves which was about another 500pts of automatic damage from the Paladin in a round

Woah that is..intense..

Any idea for a campaign it might work better in?


JohnHawkins wrote:
Louise Bishop wrote:


Yes and more yes! I agree 100% Mythic is a different Beast altogether. But a very fun beast as the numbers and abilities are insanely impressive.

This is where we disagree. Mythic sucks the fun out of high level play, I hated gm'ing most of book 5 and all of book 6 despite the superb plot and characters.

However to the OP , your concept is interesting and I think may work better in a game where the idea's you want to exploit are not made trivial by mythic power.
One of the most effective things the mythic wizard in my group did was using limited wish to punch Litany of the righteous through enemy SR paired with another limited wish and persistant to make them fails the saves which was about another 500pts of automatic damage from the Paladin in a round

I would hate to DAM WotR. Do you feel if you were playing it, you would have had more fun?

Mythic was fun to play but not something I want to play a lot of. I'd much rather play a normal game or gestalt than Mythic.


My players seemed to enjoy it more. Probably because of the great plot and I may have managed to give them the feeling of a fake challange (I could have killed them, but setting up a bunch of rocket tag encounters like that would have been no fun) but they did know I was hurrying along the last book by dropping/amalgamating encounters which were no challange. I spent a lot of time trying to make the stats for the bad guys interesting I ended up giving the final encounter 16000 hp and he lasted 3 or 4 rounds.

I rather like all the AP's and other than WRoTR this cleric would work in all of them perhaps Mummy's Mask may make it shine with the lot of undead but that is one of the few AP's I have not read, played or GM'd


MHM my logic was that due to the large amounts of demons I might be able to make use of the extra enemies that the blossoming light cleric could take advantage of I didn't think of how mythic would affect it.

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