Cleric of desna advice?


Advice


Hey yall im a cleric of desna aligned chaotic good. With a gambling travelling background.

So after our last session it occured to me i need some oomph after my spells are exhausted so was told to look at paladin but due to alignment i cant so maybe fighter. It gives me martial weapons as well as heavy armor so i can be a second string. Problem is im only 10 strength. Any ideas?


I do not recommend multiclassing. You can fight just fine as a Cleric, and running out of spells is not as huge a concern as it's made out to be so long as you use your spells judiciously. Also, multiclassing means you aren't advancing your spellcasting, and aren't getting more spells to make running out of spells less of a concern.

If you have a good Charisma score, Divine Fighting Technique: Way of the Shooting Star is the Desna-specific one, and it lets you use charisma for attack and damage with a starknife.

The Guided Hand feat, which requires the Channel Smite feat, lets you use your wisdom to hit with your deity's favored weapon.


Sorry ominus, but where are those feats found? Ive only got inner sea gods and core available as its a pfs character.


Ah.

If it's Pathfinder Society, I know Way of the Shooting Star is banned.

Channel Smite is core. Guided Hand is Ultimate Combat.

But if you're stuck with core and not much else? Just stick to what you do, and that's divine spellcasting. Don't worry about being the face-puncher. Some clerics can do it. You didn't spec yourself for that. That's fine.

You don't have to be doing something big every round.


I feel you, it just felt bad having used everything and the party still expected me to meaningfully contribute somehow other than orisons and 1d4 +0 starknife. It was a hard scenario no doubt. But still felt bad


Sounds like they were being dicks.

That said, if your dexterity is decent, you're probably better off with a light crossbow than a starknife as your main sidearm. Or a longbow if you're an elf.

What does your character have going on right now? What level are you and such?


Get a wand? Provide flanking and Aid Another?

Are you using up your spells and channelling on healing out of combat?


Only wands i have access to are bless and cure light wounds which i already got the cure light. I never channel out of combat, and lately rock 3x bless. Uh i expanded two scrolls of prayer already and im just now hitting level 4. Got masterwork armor shield and starknife. Cloak of resistance and have about 3800 gold atm.

I do use flank guidence, bit o luck and stuff yet it still feels like they expect more.


Well, that's enough money for some situation-specific scrolls. Remove Paralysis, Remove Nausea, Remove Fear, Resist Energy, Align Weapon, that kind of thing. Plus some general purpose scrolls - maybe Bull's Strength, Cure Moderate Wounds, Shield Other, Spiritual Weapon?

I wouldn't worry too much about it, though. As you level up (as long as you stick with Cleric), you'll get increasing numbers of spells and the adventuring day won't get much longer.


Level 5, when you get third level spells (probably 3 more spells per day with domain and wis bonus) is when you really begin not having much trouble getting through a day.


My cleric of Desna was probably my favorite PC ever. She was pretty much a healer and a face. Healers aren't the easiest class to play. They're always spending their resources on the party, and I certainly felt she was taken for granted, in a way that my half orc barbarians and human arcanists never are.

I honestly expect 1 thing of my healers. Keep the party alive, and preferably, if possible, all up and fighting. If you're doing that, you're doing your job.

Ask if they expect more, all of them-- not just the pushiest, loudest, most tactical player on the team. If the consensus is no, you're dandy. If the consensus is yes, ask them what they'd like to see. Then, you decide if that's reasonable or not.

Grand Lodge

Summon spells and spiritual weapon lets you contribute more rounds per casting.
Ranged weapon to use in between.


With a 10 str it isn't worth going a martial class. Heavy armor is nice but I don't think you could wear it and carry much else. Add others mentioned as you go up in level the class becomes less martial and more caster. If you could swing it, ultimate magic is nice and getsyou sacred summons, with starts becoming nice around 5 or 7


1 person marked this as FAQ candidate.

If you haven't reached 2nd level, you can rebuild your character and change your stats.


Reserve combat channel for emergencies only. It really is not worth it during combat. It just prolongs combat, and does not scale with damage well enough. Lastly, it likely also helps the enemy unless you disengage from melee.

Leave at least one open slot per spell level when you prepare for the day. This lets you spend a few minutes to get just the right spell real soon rather than the next day. It also reduces the need for situational scrolls.

Consider the following spells:
0th: Detect Magic, Guidance
1st: Bless, Entropic Shield, Shield of Faith, Weapons Against Evil
2nd: Defending Bone, Communal Protection from Evil, Spiritual Weapon
3rd: Bestow Curse, Dispel Magic, Prayer

Each has use for certain types of adventures. Many can help with combat.

How to use these spells:
Suggestion only. Be sure to read the spell before selecting.
Detect Magic -- out of combat, find treasure, traps, and clues
Guidance -- combat: make a heavy hitter connect more often; out of combat: aid is skill checks
Bless -- party buff for combat
Entropic Shield -- some defense for you during combat
Shield of Faith -- some defense for someone
Weapons Against Evil -- bypass DR #/Evil on some enemies
Defending Bone -- some defense for you during combat, long term [hours]
Communal Protection from Evil -- keep the party from being controlled by others
Spiritual Weapon -- lets you attack several rounds without spending another spell
Bestow Curse -- can really ruin a BEG's day
Dispel Magic -- debuff the enemy's protection or zap all creatures from a summon mnster spell
Prayer -- party buff that also hurts enemies

You don't need to melee to help in combat. Flanking, or providing guidance can help another make hits. Open slots allow you to help recover from combat quicker. And some spells help the whole party out.

As to expecting more, don't worry about them. You are not a martial, especially with 10 strength. Tell them that if they want another martial, to look elsewhere.

/cevah


Hmm, a wand of Divine favor or getting the spell in itself would help a bit on your melee, though you dont have many damage options for Cleric ( or divine casters in general ) that is reliable. Suppose you could go for inflicts?

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