Interesting cleric build?


Advice


I'm GMing a game soon with new players (this has been a perpetual state for me since I started playing; I don't know any experienced players and our campaigns are always short bc WE KIDS N SKOOL), and one player is playing a cleric. I was helping him look for feats after I helped him choose travel domain, and thought up something interesting (imo) involving spring attack and travel domain. Basically you get a really high speed (domain/items/fleet feat if you want to go overboard) and just run past an enemy, then do cleric things (spells/other offense) from behind them, aiding your team through distraction and "flanking" (not the mechanic).

Not very thought out, just wanted to hear thoughts from the community (idk if it sounds good or interesting or fun or just a hassle)

Thanks for reading!


well.... spring attack = one attack.
it works well when tou hit HARD, like mounted, or a rogue. not so much for a cleric.

but, if you like the concept i would also add 1 shadowdancer level. than dash in, attack and vanish.

Silver Crusade

If he wants to go melee while at the same time not being a front-liner, he could go reach. Combat Reflexes, Longspear, Growth domain to get swift Enlarge, eventually decent UMD + Wand Key Ring with a wand of Longarm (or a dip in a class that can cast it), and he's done. Throw in Phalanx Formation to avoid the problem of cover from allies.


666bender wrote:

well.... spring attack = one attack.

it works well when tou hit HARD, like mounted, or a rogue. not so much for a cleric.

but, if you like the concept i would also add 1 shadowdancer level. than dash in, attack and vanish.

Well, they could do a channel smite build on a negative energy cleric.

But that has the problem of limited use per day.


To clarify this isn't a build my player is using (he took alertness as his feat; not a very optimized group, heck I rolled stats bc it's simpler) or one I will ever use (probably). It's just a theoretical "could this be fun/work" sort of thing. Consensus seems to be that it isn't good, if I'm not mistaken.
Thanks!


thelivingmonkey wrote:

To clarify this isn't a build my player is using (he took alertness as his feat; not a very optimized group, heck I rolled stats bc it's simpler) or one I will ever use (probably). It's just a theoretical "could this be fun/work" sort of thing. Consensus seems to be that it isn't good, if I'm not mistaken.

Thanks!

Yeah, probably not for the flanking style maneuver. While divine clerics are relatively tanky (they can have heavy armor and shields), it is generally not a great idea for a caster to go that deep into enemy lines.

The problem is two fold- you are not the best tank, and it is a problem for your casting. when you go into enemy lines like that, you tend to get surrounded fairly quickly. This might be better suited for something that takes hits well really, like a barbarian with high DR or a paladin that heals itself easily. Adiditionally, when you are surrounded, you will find it difficult to get a spell off because you draw AoOs (it is easy to deal with when you are only at the front line, since you can take a step back).

So you are trying to compete at something you are not specialized in, and you are taking away your main advantage. So it doesn't go well as a main tactic.

At the very least, you should use a warpriest for this kind of role. When warpriests cast use fervor to cast spells as a swift action, they are not subject to AoOs while casting the spell. That means that you can self buff/heal in all sorts of ways while being surrounded.

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