Battle Clerics


Classes


My group's preferred cleric build is a battle cleric. We once had a player threaten to make a caster cleric and he decided to go an archer bard instead much to my disappointment. Our clerics will typically have weapon focus, power attack and heavy armor proficiency by level 5. With power attack now a fighter feat (and not that good of one at that) I was curious to see how a battle cleric in PF2e would work out.

Human (Acolyte) Cleric 15 of Gorum:
STR 22 = 10 + 2 (ancestry) + 2 (background) + 2 (1st) + 2 (5th) + 1 (10th) + 1 (15th) + 2 (belt)
DEX 12 = 10 + 2 (1st)
CON 18 = 10 + 2 (1st) + 2 (5th) + 2 (10th) + 2 (15th)
INT 10 = 10 + 2 (15th)
WIS 20 = 10 + 2 (ancestry) + 2 (background) + 2 (class) + 2 (1st) + 1 (5th) + 1 (10th)
CHA 16 = 10 + 2 (5th) + 2 (10th) + 2 (15th)

Actions in Combat
+3 Keen Greatsword Strike: +25/+20/+15 (4d12+6/19-20)
+3 Keen Greatsword Blessed Enlarged Strike: +26/+21/+16 (4d12+8/19-20)
+3 Keen Greatsword Heroism Strike: +27/+22/+17 (4d12+6/19-20)
+3 Keen Greatsword Righteous Might Heroism Strike: +28/+23/+18 (5d12+5/19-20)
Special: 8 times per day by spending 1 action a cleric can have +1 to a single attack roll and +1d12 damage to that specific attack.

SKILLS
Gorum Lore, Occultism, Society, Medicine, Religion, Nature, Athletics, Society

FEATS
Ancestry 1) General Training (Armor Proficiency)
Skill 1) Student of the Canon
Cleric 2) Healing Hands
Skill 2) Battle Medic
General 3) Lightning Reflexes
Cleric 4) Advanced Domain (Prepare for Battle)
Skill 4) Natural Medicine
Ancestry 5) Natural Ambition (Expanded Domain - destructive cry)
Cleric 6) Selective Energy
Skill 6) Courtly Graces
General 7) Fast Recovery
Cleric 8) Divine Will
Skill 8) Connections
Ancestry 9) General Training (Feather Step)
Cleric 10) Channeled Succor
Skill 10) Recognise a Spell
General 11) Improved Initiative
Skill 12) Quick Recognition
Ancestry 13) General Training (Great Fortitude)
Cleric 14) Warrior Priest
Skill 14) Glad-Hand
General 15) Legendary Medic

CLASS FEATURES
Channel Energy: 6 uses of heal per day (17d8+5 hit points to a single target or 8d8+5 hit points in a burst)

Domain: 9 times per day weapon surge (+1 to hit, +1[W] damage for 1 strike), destructive cry (+15 damage) OR 2 times per day prepare for battle

Spells
Cantrips) Shield, Detect Magic, Light, Stabilize
Level 1) Bless (+1 conditional), Bless, Protection
Level 2) Remove Fear, Enlarge, Enlarge
Level 4) Circle of Protection (1 hour)
Level 3) Heal, Heal, Heal
Level 4) Air Walk, Freedom of Movement, Weapon Storm
Level 5) Heroism (+2 conditional), Heroism, Death Ward
Level 6) True Seeing, Heal, Heal
Level 7) Resist Energy, Raise Dead, Energy Aegis
Level 8) See Invis, Righteous Might

Equipment
Belt of Giant Strength
+3 Keen Greatsword
Bag of Holding type IV
+3 full plate
Staff of Healing

Overall I'm pretty happy with the build. A fighter is likely to have +26 without buffs (+28 with heroism). What the fighter will have is a whole heap of tricks and the ability to get a number of attacks at their full BAB bonus when in a favourable situation (they'll also get to use their reaction on AoOs unlike the cleric who has no reaction). On the cleric's side they can get +28 to attack (equal to a fighter) and then 5d12+5+15 damage when they pull out all stops and fully buff themselves.

Downside is I have to be a priest of Gorum to get it to work ;)

Dark Archive

I'm happy to see that battle clerics are still a thing. I've got a PF1 cleric of Gorum that is too much fun to retire.

I find it interesting that you've prepared heal so many times given your free casts of it. Do you anticipate needing to heal that often, especially with a staff of healing as well?

Rovagug is another option with the same domains, although you're forced into negative channeling only. Iomedae has the Zeal domain you like, but you're only swinging a d8 weapon at that point (deadly simplicity makes it a d10 though).

I think Shelynites also achieve what you might want: the reach weapon is really helpful now that it's an action to step, and you get Crafting as a signature skill so that you can make your own weapons and armour. Sarenrae is an interesting battle cleric as well: you get better offensive spells to supplement your melee, and the healing domain is pretty good if you're going to be preparing that many heal spells.


Mergy wrote:
I find it interesting that you've prepared heal so many times given your free casts of it. Do you anticipate needing to heal that often, especially with a staff of healing as well?

They're just placeholders to be honest. What you actually prepare will depend on the campaign and adventures you're in. But there wasn't anything there that on a typical adventuring day will really boost your combat ability. Nor is there anything there that's really helpful as a healer (3rd level remove poison or remove curse isn't going to be helpful by the time you get to 15th level) so I just stuck in heals. The 6th level heals however are a deliberate choice. Where in actual play I'd swap out the level 3 heals for something else that's actually more helpful, I'd be much more inclined to keep the 6th level heals. Even with the free channel energy and the staff I think as a healer (even as a battle cleric who also heals) having some heal spells prepped is a good thing. That said actual play may prove these to be overkill in which case I'd swap them out organically over the campaign's duration.

Mergy wrote:
Rovagug is another option with the same domains, although you're forced into negative channeling only. Iomedae has the Zeal domain you like, but you're only swinging a d8 weapon at that point (deadly simplicity makes it a d10 though).

Yeah, I really didn't want to worship the god that was imprisoned inside of golarion. And I really wanted to go the d12 so that ruled out Iomodae ;)

Mergy wrote:
I think Shelynites also achieve what you might want: the reach weapon is really helpful now that it's an action to step, and you get Crafting as a signature skill so that you can make your own weapons and armour. Sarenrae is an interesting battle cleric as well: you get better offensive spells to supplement your melee, and the healing domain is pretty good if you're going to be preparing that many heal spells.

Good points. Initially I really, really wanted zeal but destruction actually works out better long term.

Dark Archive

Nethys gets destruction! I would say that Deadly Simplicity gets the quarterstaff a 1d10 two-handed, and if you combine that with its awesome spell list additions...

Shout out to Zon Kuthon as well for a 1d8 finesseable option. You don't have to invest in Strength or Heavy Armour proficiency that way.

Clerics seem more interesting in this edition, although I take some issue with how many of their feats are for modifying Channel.


How are you getting +28 for your end attacks? All I can see you reaching is +26.

Dark Archive

Chess Pwn wrote:
How are you getting +28 for your end attacks? All I can see you reaching is +26.

Righteous Might gives a base of +26 if you cast it as an 8th level spell. Add +2 from 5th level heroism as a conditional bonus.

Also John, I came up with another reason to think of Nethys. Staff as holy weapon means that you can wield a magical staff that you've etched runes into. Because you can always do somatic gestures with a magical staff, you save a feat you'd otherwise have to spend on Emblazon Symbol, letting you grab Deadly Simplicity instead.

So 1d10 with a better spell list is an option, although it's not as good with Righteous Might.


How does Channel Smite play?


Mergy wrote:
Chess Pwn wrote:
How are you getting +28 for your end attacks? All I can see you reaching is +26.

Righteous Might gives a base of +26 if you cast it as an 8th level spell. Add +2 from 5th level heroism as a conditional bonus.

Also John, I came up with another reason to think of Nethys. Staff as holy weapon means that you can wield a magical staff that you've etched runes into. Because you can always do somatic gestures with a magical staff, you save a feat you'd otherwise have to spend on Emblazon Symbol, letting you grab Deadly Simplicity instead.

So 1d10 with a better spell list is an option, although it's not as good with Righteous Might.

I don't think the heroism works, that increases your attack roll but the spell has attack roll and doesn't use your attack or bonuses so I don't think it works.


Chess Pwn wrote:
Mergy wrote:
Chess Pwn wrote:
How are you getting +28 for your end attacks? All I can see you reaching is +26.

Righteous Might gives a base of +26 if you cast it as an 8th level spell. Add +2 from 5th level heroism as a conditional bonus.

Also John, I came up with another reason to think of Nethys. Staff as holy weapon means that you can wield a magical staff that you've etched runes into. Because you can always do somatic gestures with a magical staff, you save a feat you'd otherwise have to spend on Emblazon Symbol, letting you grab Deadly Simplicity instead.

So 1d10 with a better spell list is an option, although it's not as good with Righteous Might.

I don't think the heroism works, that increases your attack roll but the spell has attack roll and doesn't use your attack or bonuses so I don't think it works.

Heroism gives a +conditional bonus, Righteous Might specifically allows for conditional modifiers to add. It is the line right under the bulletpoint on athletics.

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