Boss build Advice The Kennel Master: An Asmodean Evangelist Cleric Summoner


Advice


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I'm currently running an AP and as written the players have been trouncing most as written encounters without a sweat and it has been agreed to allow me to beef up and add a few homebrewed nasties. After coming across an idea in a summon focused cleric build, I've tweaked and fleshed a bit to make it even nastier but want to make sure it looks appropriate for a the party and if I should make any additional adjustments

The party consists of 5 level 14 PCs and one level 12 cohort at the time of the encounter. (Not sure I want to give details on party make up since I don't want to make something that is gear to fighting them to specifically. But I will say they are specialized in fighting undead with a strong secondary focus on Evil creatures.) Character is built off a high fantasy array and has the wealth of an equivalent level PC.

Main things I'm looking at are spells and additional equipment to help bolster his allies. But I'm interested in any other suggetions that people have on other parts of the build.

The Kennel Master
LE Half-Orc 16th lv Cleric of Asmodeus (Evangelist)
STR 8
DEX 14
CON 14 + 4 Belt
INT 10
WIS 14 + 2 Racial + 4 level
CHA 15

Traits: Diabolic Dabbler (+1 hit point/hit die of devils), Flames of Hell (Channel DC +1)

Domain: Trickery

1st: Sacred Summons
3rd: Spell Focus (Conjuration)
5th: Augmented Summons
7th: Superior Summoning
9th: Ferocious Summons
11th: Discordant voice
13th: Conversion Channel
15th: Quick Channel

Notable Equipment:
Phylactery Of Negative Channeling
Banner of the Ancient Kings

Tactics:
When alerted by the sounds of the combat in the previous room, he begins casting Master's Escape on an Edavagor hidden in the ceiling that he'd Gated in previously, Anti-Life Shell, Fickle Winds, Summons 1d3+1 Ferocious Cerberi, ending with by Mass Invisibility and using his Copycat power at some point during that.

He then uses a scroll of Silent Image of an ally they'd met earlier to lure them into the room and begins inspiring courage on his first turn.

After his dogs have all lost their invisibility, he cast Lunar Veil to try to regain the visual advantage for himself and his dogs.

Additional spells: Blessing of Fervor, Burning Disarm, Jolting Portent, Mass Suggestion (to hurry ahead and go rescue their friend), Confusion, Chain of Perdition, Cold Ice Strike.

As necessary, he will summon more ferocious Cerberi with standard actions and quick channeling to harm enemies while healing himself and his dogs.

Once he drops below 40 hit points, he uses a swift action to activate the Master's Escape, although he may attempt a final summon and channel first.


Well, I'll suggest a spellcasting contract.

This basically makes it so that you indefinitely sacrifice a spell slot (5/7/9, based on the version of the spell), and in return you can give someone else some lower levels spells.

That is a minor benefit, allowing a melee character get a few options (which may or may not help in this fight)... but the spell also has a benefit of buffing the cleric while the contract is in effect. The text of the spell appears to have a typo, so I am unsure if you get an armor bonus to attack bonus... but you DEFINITELY get a save and skill bonus.

This is +2 if you use the lvl 5 version of the spell, and +3 if you use the level 7 version. +5 if you raise the character up to level 17 and give up a lvl 9 spell slot.

Because your cleric might not survive long enough to use all those high level spell slots... you might as well take this option for the buff. It is a precast buff that you can easily write off (since he is a cleric to Asmodeus- he is very, very likely to use this kind of spell at some point, and the party just happened to find him while it is active.)


Seems seems like a fun encounter :)
I was working on a LE cleric of Asmodeus recently too... seems like one of the strongest options for a summoning cleric.
I would suggest looking at the feat Summon Evil Monster:
http://www.d20pfsrd.com/feats/general-feats/summon-evil-monster/
There are a whole range of summons that can be used as a standard action (with the drawback that they cannot attack in their first round, except for AoO's). Some of them are LE, so they would still fall under Sacred Summons though (meaning they DO get to attack on the first round).
Also, you might want a Rod of Giant Summoning:
https://www.d20pfsrd.com/magic-items/rods/rod-of-giant-summoning/
Something my Master summoner can't use, but your cleric sure can!
A ring of invisibility is always a good choice for a summoner... And maybe a longspear (you can attach the banner to it as well)


Sorry for the double post... I am new to the forums and could not figure out how to edit my last post.

If you really want to make your players cry you could have your cleric worship Dispater instead of Asmodeus:
https://pathfinderwiki.com/wiki/Dispater
Dispater has the trickery Domain, but also has the Rulership portfolio. This allows you to use Variant Channeling (Rulership) with your negative energy channeling, which adds a 1-round daze effect:
https://www.d20pfsrd.com/classes/core-classes/cleric/variant-channeling/
Dont blame me if your players ragequit ;)

You might also want to consider the Herald Caller archetype over the Evangelist:
https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleri c-archetypes/herald-caller-cleric-archetype/

Both are pretty strong... The herald caller lets you exclude your summons from channel damage (if you wish... this whole approach may not work as well with your cerberai healing idea though). More importantly, you can sponaneously cast summons instead of inflict spells. You also get a couple of extra skills, and two useful bonus feats (effectively three, sinc you can skip SF: Conj too)

This approach means you probably just spend every round summoning more minions until they can find you, and use your swift actions for dazing channels one your invisibility is broken


lemeres wrote:

Well, I'll suggest a spellcasting contract.

This basically makes it so that you indefinitely sacrifice a spell slot (5/7/9, based on the version of the spell), and in return you can give someone else some lower levels spells.

That is a minor benefit, allowing a melee character get a few options (which may or may not help in this fight)... but the spell also has a benefit of buffing the cleric while the contract is in effect. The text of the spell appears to have a typo, so I am unsure if you get an armor bonus to attack bonus... but you DEFINITELY get a save and skill bonus.

This is +2 if you use the lvl 5 version of the spell, and +3 if you use the level 7 version. +5 if you raise the character up to level 17 and give up a lvl 9 spell slot.

Because your cleric might not survive long enough to use all those high level spell slots... you might as well take this option for the buff. It is a precast buff that you can easily write off (since he is a cleric to Asmodeus- he is very, very likely to use this kind of spell at some point, and the party just happened to find him while it is active.)

Great spell! this works great both flavorwise and mechanically. Party will be surprised when an obvious brute later on cast a spell.

phlict wrote:

Sorry for the double post... I am new to the forums and could not figure out how to edit my last post.

If you really want to make your players cry you could have your cleric worship Dispater instead of Asmodeus:
https://pathfinderwiki.com/wiki/Dispater
Dispater has the trickery Domain, but also has the Rulership portfolio. This allows you to use Variant Channeling (Rulership) with your negative energy channeling, which adds a 1-round daze effect:
https://www.d20pfsrd.com/classes/core-classes/cleric/variant-channeling/
Dont blame me if your players ragequit ;)

You might also want to consider the Herald Caller archetype over the Evangelist:
https://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleri c-archetypes/herald-caller-cleric-archetype/

Both are pretty strong... The herald caller lets you exclude your summons from channel damage (if you wish... this whole approach may not work as well with your cerberai healing idea though). More importantly, you can sponaneously cast summons instead of inflict spells. You also get a couple of extra skills, and two useful bonus feats (effectively three, sinc you can skip SF: Conj too)

This approach means you probably just spend every round summoning more minions until they can find you, and use your swift actions for dazing channels one your invisibility is broken

This is still meant to be fun, stun locks aren't fun. Besides, a successful save negates the daze and the party has fantastic will saves.

As for Herald Caller, it does not stack with Evangelist which is needed to allow the Cerberi to even possibly hit the front liners as otherwise, it's fishing for 20s and being meat shields. +4 hit and +1d6+4 damage per hit adds up fast with multiple allies that get 3 attacks per round. And that's not counting damage from successful rends.


Cerberi don't have darkvision, so Lunar Veil seems like a waste to use unless none of your players have darkvision either. Are you set on using Cerberi? They seem a bit weak to use against level 14 characters. A level 16 cleric should be more than just a kennel master, he should be THE master. Summon Monster 8 lets you get 1d4+1 Erinyes Devils, cast this twice then use Deeper Darkness to blind the party while the Erinyes can just shoot them up freely, and Entangle them with their ropes. They can dispel the darkness, but the Erinyes have a higher AC, HP, and DR than the Cerberi, while being able to fly. 2 castings will get you about 6 Erinyes, one for each character. Each Erinyes can just pick one guy each to attack, so all 6 characters are under attack every round at the same time as everyone else. Who do the party help first? Which Erinyes do they focus on taking down first? Choices, Choices [insert evil laugh]

If encounters have been easy for them, and they're already a high level, I say put some fear into them, make them sweat for once. Boss fights should not be easy. Your cleric is Invisible, singing evilly in the magical darkness and casting buffs while the party gets pelted by arrows from laughing air borne devils that can see just fine in magical darkness and thru any illusions wizards could use to hide themselves. I suggest giving the players a way to retreat out of this encounter. It sounds like none of your players has come close to dying, now is the time to change that.


Megatron777 wrote:

Cerberi don't have darkvision, so Lunar Veil seems like a waste to use unless none of your players have darkvision either. Are you set on using Cerberi? They seem a bit weak to use against level 14 characters. A level 16 cleric should be more than just a kennel master, he should be THE master. Summon Monster 8 lets you get 1d4+1 Erinyes Devils, cast this twice then use Deeper Darkness to blind the party while the Erinyes can just shoot them up freely, and Entangle them with their ropes. They can dispel the darkness, but the Erinyes have a higher AC, HP, and DR than the Cerberi, while being able to fly. 2 castings will get you about 6 Erinyes, one for each character. Each Erinyes can just pick one guy each to attack, so all 6 characters are under attack every round at the same time as everyone else. Who do the party help first? Which Erinyes do they focus on taking down first? Choices, Choices [insert evil laugh]

If encounters have been easy for them, and they're already a high level, I say put some fear into them, make them sweat for once. Boss fights should not be easy. Your cleric is Invisible, singing evilly in the magical darkness and casting buffs while the party gets pelted by arrows from laughing air borne devils that can see just fine in magical darkness and thru any illusions wizards could use to hide themselves. I suggest giving the players a way to retreat out of this encounter. It sounds like none of your players has come close to dying, now is the time to change that.

This was only a miniboss, the real one has another nasty trick up his sleeves. I just ran the fight this weekend, gave the players a good sweat even with Cerberi. Nearly killed a spellcaster (second time this dungeon) and got one of the front liners knocking on deaths door for the first time in three books and got another not far behind. They managed to force him to retreat and dispatched his goodbye present with little trouble.

The advantage of Cerberi is the large number of attacks at full bonus. (4 with Fervor not counting rend attacks.) While Cerberi don’t have True Sight, scent is a decent alternative in tight quarters like where this fight took place.

One of the players had several levels back trounced a Erinyes in a 1v1 fight so I didn’t think much of them. But summoning Erinyes may be what he does next time, the area he was in was tight quarters limiting the advantages of flight. He’s going to return to ambush them as they rush to the next location so the Erinyes will be able to take advantage.


Also consider trapping the room. Clerics get access to many 'Symbol of X' spells, which can have creatures excluded from the effect based on such things as alignment. Party enters the room, boom! Hit by Symbol of Pain, Symbol of Slowing, Symbol of Fear, etc.

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