Cleric of Norgober


Advice


So I was thinking of making a cleric of Norgober and wanted some advice.

I want to be in more Frontline combat rather than just throw spell DCs at things, so I have the following array:

20 buy, human

16
14
13
10
14
14

I plan on putting ranks into bluff, sense motive and perception.

Any advice would be welcome.


I would look into Channeling Variance feats. Variant Channeling – Poison as a Negative Channel is pretty nice if you are going to have good Charisma for Selective Channel.

I would also aim for the Cunning feat.

Silver Crusade

This works great. Divine Spells << Arcane Spells for offensive purposes. The best Cleric spells are DC agnostic. WIS 14 is just fine for a Cleric. Summon Monster is always a terrific option for clerics.

You have CHA 14. Will you use it to channel, or is it mostly for skills?

Clerics get very few skill points. They make lousy skill monkeys. Clerics make excellent gish, able to fight and cast spells at the same time. You've chosen perfect attributes for a reach cleric. STR 20 makes you very strong at reach tactics, which leverages your STR 20 to boost defensive power for you and your allies.

Probably carry Norberger's short sword as a sidearm, all the time, and a cumbersome longspear as your primary battle weapon. Be sure to trip foes when it's appropriate.

Do you plan to channel? CHA 14 isn't quite enough to be good at it. You have no good Variant Channel options. Probably only channel recreationally, thus don't spend feats on it. It's often possible to make effective use of Negative Channel to harm even without Selective Channel, just using the geometry of your environment.

Choose a good default spell list. Vary it as needed.

Norberger gives you a poor choice of domains. Consider taking the Seperatist Archetype to choose one better domain.

Always leave one open spell slot at every level of spell you can cast.


Are you sure you want to be a cleric? Warpriest might be a better choice. It really depends on what you want to do with the character. One thing I would suggest is to pick an aspect of Norgorber's faith and build your character around that.

Instead of me mumbling on about the different aspects of Norgorber's faith let me provide a link instead since that should be more helpful. The members of each of the 4 aspects are very different from the other 3 and you should consult your GM about which aspects would work with his campaign. Like if you were to be playing the Rise of the Runelords AP I don't think your GM would approve of you playing a Skinsaw cultist for campaign reasons.

The easiest one to fit into an adventuring party would be a Blackfinger, but from the skills you selected a Grey Master sounds much more likely. If you are a Grey Master you should work on developing an organization that you belonged to before the campaign started. I'd recommend something like a medium sized thieves guild that took in orphans and trained them to be good Norgorber worshipers as part of their holy duties. And rather typically another thieves guild caused their demise and at some point you'll want some revenge.

While Magda makes a really good argument for clerics to use a reach weapon, it doesn't work well thematically with a semi-rogue cultist of sneaking around and hiding. But maybe that isn't you either. Now is the time to make up your mind what you want image you are shooting for.

Grand Lodge

I would take Step Up. Even if it doesn't always work, forcing spellcasters to cast defensively or ranged opponents to provoke AoOs if wanting to shoot is never a bad thing. There's the need to spend a feat and a cleric doesn't have that many, but it's not like they'll spend a lot.

I would also put ranks in Diplomacy, Bluff won't always get through.


Meirril wrote:
Are you sure you want to be a cleric? Warpriest might be a better choice. It really depends on what you want to do with the character. One thing I would suggest is to pick an aspect of Norgorber's faith and build your character around that.

Yes, cleric is what I want, while warpriest would make him mechanically better, I envision him as a cleric.

As for what aspect, he's about deception and lies, backstabbing (and poison if it wasn't so stupidly expensive) that kind of thing (let me get this out of the way, I don't intend on backstabbing my party, I don't play like that). While it would be good to have diplomacy as well (cunning feat looks like a good idea), this is what this character is like.

As for a reach cleric, I only vaguely know how to build one of those and this character is not that.


A few more opinions then. Looking at variant channeling rules the poison option looks the best for your character. However, its underwhelming. 1 point of stat damage is great at first level, but the ability doesn't scale at all. The cost of half your channel damage is just too high. Honestly I think in every case the lost damage dice are worth more than the ability you gain for all of the Norgorber domains I saw mentioned.

Though at low levels, giving your opponents -1 to hit and damage is good. Later you'd probably switch to con damage since it gives an almost immediate -1 hp per HD, but once you channel twice that is going to be the same -1 hp per HD, which will probably be less than the damage you've lost from getting Poison Variant Channeling. The damage from this ability really should of been made to scale with the standard penalty instead of being a static 1 point.

If you go into using poison, and can convince a few others to do the same then the channel feat Poisoner's Channel is great. You also definitely want selective channel as early as you can get it. Also if your party can cooperate with your channels you might want to devote your feats towards improving your channeling ability. Extra channel is something you should keep in mind.

The Death domain is very powerful, especially considering at 8th level you'll heal yourself while dealing damage to others. If others know that you are going this direction, you might be able to convince other players to take races that also heal from negative energy (like Dymphires), or make the entire party a Norgorber cult and aim to take Conversion Channel in the long run.

Also the cheapest source of poison is to milk your pets to get it. Talk to other players in your group. If you can convince someone to take Handle Animal they can use that skill to milk poison from trained animals. Buying a viper is only 5 gp. Centepides are really cheap. Scorpions and poison spiders are more expensive but not horribly expensive. Talk someone else into taking Alchemy and you can turn the milked poison into a stable form that you can keep around for months.

You also might want to think about taking the trait harvester which will remove the chance of you poisoning yourself with the harvested poison. Not bad for just a trait.


Alright, for variant channeling, I like the murder alt, but I would deal more damage with the full channel than with the bleed. What I actually want is the madness alt channel, but that doesn't fall under Norgober, so oh well...

As for domains, I'm torn between daemon and murder. My other would be glory (separatist archetype), as it's level eight ability is incredible. I'm not going for death as there will not be synergy there.

I forgot that you could harvest poisons, I'll have to take that cheap route.


How are you reconciling worshiping Norgorber and then switching to worship the Four Horsemen as a Soul Drinker?

It's a pretty big deal, if you ask me. Just wondering what you and your DM have figured out that makes this kosher?

Grand Lodge

The only plausible avenue I would see for the transfer would be Norgorber sanctioning it, but at the cost of an atonement. Given there might be some similarities between the two worships (identical alignment for instance), roleplay-wise it's doable.


Ryze Kuja wrote:

How are you reconciling worshiping Norgorber and then switching to worship the Four Horsemen as a Soul Drinker?

It's a pretty big deal, if you ask me. Just wondering what you and your DM have figured out that makes this kosher?

I don't plan on doing that, the maddness alt is just what I want but I realize I can't have it with my current deity.

Silver Crusade

Meirril wrote:
Also the cheapest source of poison is to milk your pets to get it. Talk to other players in your group. If you can convince someone to take Handle Animal they can use that skill to milk poison from trained animals. Buying a viper is only 5 gp. Centepides are really cheap. Scorpions and poison spiders...

The best way to do this is by milking your own familiar. If you manage to get a venomous familiar, you can milk it with no Handle Animal checks required and, most importantly, the poison DC would scale with level. Creature's poison DC is usually equal to 10 + 1/2 HD + Con: if the poison comes from your familiar, then its HDs are considered equal to yours, essentially increasing the poison DC by 1 every 2 levels.

Of course, a venomous animal companion would be even better, since it will most probably have a higher Con, but it is usually more difficult to get compared to a familiar.

Regardless, remember that you ca only milk venom from a creature a number of times equal to its Con (minimum 1) each day.


Ryze Kuja probably mixed up this thread with that one.


Derklord wrote:
Ryze Kuja probably mixed up this thread with that one.

Ah, yes I did. Ignore what I said.


@OP, are you planning on using Norgorber's Fiendish Boons at all? If you're going to do the poison milking thing, you could take the Divine Paragon archetype, and have these Fiendish Boons.

Exalted:

at level 5:

1: Poison Tongue (Sp) command 3/day, distressing toneUM 2/day, or suggestion 1/day

at level 11:

2: Masterful Poisoner (Ex) You know the best techniques for storing and applying poisons. Your knowledge of the proper methods of handling and applying poisons grants them additional potency. The saving throw DC of any poison you use increases by 2. This effect applies only to poisons you administer directly, including applying the poison to a weapon you use. Giving the weapon to another person reduces the poison’s efficacy back to normal, as the weapon’s new owner does not have your skill at storing and using the poisoned item.

And at 14th level you'd get your 3rd boon, you can summon a Piscodaemon for 1min per your HD once per day.


Alright, I think stating my full goal with this character will help:

He will be a Frontline/party buff character who will take use of his channel to weaken enemies.

Out of combat, he will be deceptive and try to further his god's goals (TBD, DM will tell me what Norgober "wants") while still helping his party. He will also take create wondrous item.

As for undead, I don't see him using them very often, but he's not against it.

I don't want to take any archetypes with this character, but if there is a way to gain those boons another way, if be interested.

All the advice so far has been great!


You really should consider the Divine Paragon archetype for what you're trying to accomplish. Firstly, Divine Paragon is highly thematic for what you're trying to do, and secondly, it is one of the least intrusive archetypes out there. You essentially trade the two abilities of your secondary domain for Deific Obedience as a free feat, and then get the boons from Deific Obedience MUCH earlier than normal. And getting Deific Boons early is amazing, because now you get them at 5th, 11th, and 14th level instead of getting them at 12th, 16th, and 20th level. You still get the spells from both domains too, which is outstanding. As for your Aura and Holy Symbol, those both get buffed. Your Aura is +1 level stronger and your Holy Symbol becomes a tattoo, so now it's impossible to steal or sunder. It's totally worth it. You sacrifice very little and gain a lot.

If you're wanting to be a frontline character, I'd strongly recommend going with a Reach weapon and get Power Attack and Lunge.

Also, if you want to use poisons on a regular basis and with a respectable DC, you're going to need a poisonous familiar or animal companion for poison milking. Animal companion with a Con-based Poison DC would be ideal because their Con increases as they level. So, as a Divine Paragon archetype, I'd recommend taking the Animal Domain as your Devoted Domain so you get the Animal Companion, and then select any other domain that you want spells from. Get a Spitting Cobra as your Animal Companion because the Poison DC is Con-based, which will scale with levels nicely, and Spitting Cobra poison causes Blurred Vision (20% miss chance) to start off, and once your Spitting Cobra is level 7, this poison becomes BLINDNESS. Pick up Boon Companion for one of your feats because your AC's level is -3 levels.

Silver Crusade

Ryze Kuja wrote:
So, as a Divine Paragon archetype, I'd recommend taking the Animal Domain as your Devoted Domain so you get the Animal Companion

Norgorber does not grant the Animal domain.


Gray Warden wrote:
Ryze Kuja wrote:
So, as a Divine Paragon archetype, I'd recommend taking the Animal Domain as your Devoted Domain so you get the Animal Companion
Norgorber does not grant the Animal domain.

Ya that's true. You could ask your GM to allow it because Poisons are one of Norgorber's favorite themes. Or you can just forget about doing Divine Paragon and go Separatist Archetype and take Animal domain the legal way.


Or go separatist, and be the keeper of animal secrets. =)

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