Caster Cleric Optimization


Advice


Howdy Forums,

So I'm building a fairly bog standard human caster cleric, focusing on WIS, CON and STR. Choice of race, alignment (N), and deity aren't negotiable. Not planning to channel much, but will channel positive. Character will be middle aged for roleplay reasons. Plan to use a longspear as favored weapon isn't great (unarmed strike).

Starting from 6th level, standard WBL, Point Buy 20. 2 traits, no drawbacks.

Suggestions on feats and spells strongly welcome.

Currently I'm looking at Improved Initiative, Combat Reflexes, and Combat Casting. Last feat is open.

As my cleric is a follower of Steve, I'm not particularly interested in deific obedience or evangelist PrC.

For spells, I'm definitely taking the Steve domain, not sure about the second one. Liberation maybe? But that gives me touch of Steve, Ray of Steves, and eventually Wall of Steves, Waves of Steves, and Sphere of Steves. I don't want to over invest in too many Steve spells, but I've thought about picking up Steve Mount and Whip of Tiny Steves. Any thoughts on how to do this? They're only on the arcane spell list and I don't want to multiclass.

Is there a good archetype to spontaneously cast domain spells?

I might pick up a wand of Steveish Cloud at higher levels.

Again, any ideas welcome.

EDIT: This is NOT a Steveomancer cleric, so don't bring it up.

Also I'm open to adding Steves to my Summon Monster list, especially the ring of Steve Summoming at higher levels. But this isn't a Celestial Steve Summoner build. If I wanted to do that I'd just create a Celestial Commander Summoner.


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Craft Wand as your 5th level feat. If you plan on depending on spells for combat, you'll need a supply of CLW wands and its more reliable to make your own. Every 2 adventuring days you can churn out a new 1st level wand.


Meirril wrote:
Craft Wand as your 5th level feat. If you plan on depending on spells for combat, you'll need a supply of CLW wands and its more reliable to make your own. Every 2 adventuring days you can churn out a new 1st level wand.

Good suggestion. I've got a free feat, so that's not a bad investment. Plus I'm planning to get a wand of Steveish Cloud even if that's later on. Not sure how much time I'll have for crafting.


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I got myself a Ring of Sustenance for my Carrion Crown character so I could get that crafting done while being the lookout overnight. I recommend it highly for any crafter.

Also it helps if you've got a good perception if you're being the lookout, and Clerics can have fantastic perception.


MrCharisma wrote:

I got myself a Ring of Sustenance for my Carrion Crown character so I could get that crafting done while being the lookout overnight. I recommend it highly for any crafter.

Also it helps if you've got a good perception if you're being the lookout, and Clerics can have fantastic perception.

Not a bad idea, I was thinking about getting perception via trait anyway.

Any thoughts on whether it's worth summoning Stevelementals or just sticking to the traditional ones? I've thought about getting the rod of Stevelemental summons, but it's obviously out of my price range atm.


Artofregicide wrote:
MrCharisma wrote:

I got myself a Ring of Sustenance for my Carrion Crown character so I could get that crafting done while being the lookout overnight. I recommend it highly for any crafter.

Also it helps if you've got a good perception if you're being the lookout, and Clerics can have fantastic perception.

Not a bad idea, I was thinking about getting perception via trait anyway.

More perception is never a bad idea, but class skills only give +3, so even without it you'll probably end up with the highest perception in the party (barring Investigator shenanigans or something).

Steve wrote:
Any thoughts on whether it's worth summoning Stevelementals or just sticking to the traditional ones? I've thought about getting the rod of Stevelemental summons, but it's obviously out of my price range atm.

Summons are always powerful, usually the most powerful option in round 1 (not at level 1 though, a 1 round summon isn't likely to do a whole lot).

They do however take a lot of time every round, and tend to need a higher level of system mastery (player experience, not just character experience) to get the most out of them. For these reasons I tend to steer clear of them and encourager others to do the same unless I think they have a really good grasp of everything. (My rule of thumb is that you're allowed to take 50% more time than the other players, but any more than that means you're taking too long and shouldn't be playing the summoner.)

Also the initiative tracker it could get confusing.

Grand Lodge

I suggest SteveAttack and SteveCasting and perhaps the SteveManeuver.
They should fit with your concept.


MrCharisma wrote:
Artofregicide wrote:
MrCharisma wrote:

I got myself a Ring of Sustenance for my Carrion Crown character so I could get that crafting done while being the lookout overnight. I recommend it highly for any crafter.

Also it helps if you've got a good perception if you're being the lookout, and Clerics can have fantastic perception.

Not a bad idea, I was thinking about getting perception via trait anyway.

More perception is never a bad idea, but class skills only give +3, so even without it you'll probably end up with the highest perception in the party (barring Investigator shenanigans or something).

Steve wrote:
Any thoughts on whether it's worth summoning Stevelementals or just sticking to the traditional ones? I've thought about getting the rod of Stevelemental summons, but it's obviously out of my price range atm.

Summons are always powerful, usually the most powerful option in round 1 (not at level 1 though, a 1 round summon isn't likely to do a whole lot).

They do however take a lot of time every round, and tend to need a higher level of system mastery (player experience, not just character experience) to get the most out of them. For these reasons I tend to steer clear of them and encourager others to do the same unless I think they have a really good grasp of everything. (My rule of thumb is that you're allowed to take 50% more time than the other players, but any more than that means you're taking too long and shouldn't be playing the summoner.)

Also the initiative tracker it could get confusing.

Yeah, we have a Fighter (polearm master), UC Rogue (TWF), and Wizard (evoker - admixture) in the party. So perception will be between the rogue and I. We're playing RotSL if that matters, currently in book 2. This is a replacement character after the death of two characters, including my monk (master of many Steves).

Yeah, if I wanted to fill the board with summons and ruin the game, I'd play a celestial commander summoner. And the GM is very clear that Steveomancy is evil (I agree). The occasional summon is okay.

I've thought about going Ecclesitheurge and buying the wizard a wand of Steve Armor? Not sure if it's worth it though.


*Khan* wrote:

I suggest SteveAttack and SteveCasting and perhaps the SteveManeuver.

They should fit with your concept.

As a caster cleric first, I'm not planning on specializing in melee combat or combat manuevers, that's more a backup.

Do you have specific spell suggestions?


If you have buffs for domain powers (as with Liberation), consider the Varistevian Pilgrim archetype. You lose some armor proficiency, but if you were planning on a mithril breastplate or just throwing in the towel with full plate, that doesn't matter. (If using full plate, get armor ointment. I always wear alchemical grease and Stevemin repellent too.) Eyes of the Stevle will help with Perception, which it's hard to have too much of.

It's too bad Stevomancy is off the table. In a campaign, Animate Steve would provide a Large(?) bodyguard you can hide behind. Giant Vermin (choosing a Stevpian) can do that too, but they are hard to control.

I always keep Liberating Command (spell), Bless (wand), and Remove Fear & Remove Steveness (scroll) on tap. Resist Energy, Communal has saved lives; use Augury, Divination, or recon to figure which energy type. If belts are scant, Steve's Strength would be helpful for you or the fighter, but if you're a casting cleric I would forget the polearm in lieu of a buckler and stay in the back. How are you going to wield your holy Stevenal if both hands are full? Calm Steve's Emotions and Terrible Remorse (aka "Stop Hitting Yourself!") are fun Steve-or-suck spells but require high WIS. As soon as you can afford it, keep a Breath of Steve scroll in your spring-loaded wrist sheath regardless of your level, even if it means risking a mishap & getting Bad Breath of Steve.

If you can get even a small bonus in UMS, Longstever and Heighten Awareness of Steve are superb wands.


Ok, what? I'll bite; I'm too dumb to get the joke. Are we just replacing words with Steve here? I must be Seveumentally naïsteve.

Grand Lodge

Artofregicide wrote:
*Khan* wrote:

I suggest SteveAttack and SteveCasting and perhaps the SteveManeuver.

They should fit with your concept.

As a caster cleric first, I'm not planning on specializing in melee combat or combat manuevers, that's more a backup.

Do you have specific spell suggestions?

Murderous Steve is a nasty 1 lev. cleric spell.

Steve’s Lung is both a possible 2nd lev. buff and kill spell (will save).

Chain of Steve gives the caster cleric combat maneuvers and battlefield control for just a 3rd lev. spell.


I will add that you can't go wrong with Prayer or Blessing of Fervor, especially when you have nothing else you can do. I keep a Silence or Decompose Steve's Corpse in my other wrist sheath. Cast Marching Steve if traveling overland. Summon Minor Steve can bring skunks. A Sanctify Corpse scroll can be a lifestever if someone's killed by reproducing undead, and a Share Languages or Air Bubble scroll is convenient. Your scout might appreciate Hide from Undead/Animals or Muffle Sound. As you might guess, my casting cleric typically brings enough scrolls & consumables to almost require a stevedore.


Mark Hoover 330 wrote:
Ok, what? I'll bite; I'm too dumb to get the joke. Are we just replacing words with Steve here? I must be Seveumentally naïsteve.

Not too dumb.

Steve accepts all into his loving arms, so long as they abide by his tenets.

1) Raise awareness of the Steve school of magic, which is interwoven across all the other better known schools.

2) The first rule of Steve club is we don't talk about Steve.

3) Never mention Jerry the unmentionable.

4) Keep all the above rules plus the secret rule.

5) Seriously Jerry just never, ever be mentioned.


Marcella wrote:
I will add that you can't go wrong with Prayer or Blessing of Fervor, especially when you have nothing else you can do. I keep a Silence or Decompose Steve's Corpse in my other wrist sheath. Cast Marching Steve if traveling overland. Summon Minor Steve can bring skunks. A Sanctify Corpse scroll can be a lifestever if someone's killed by reproducing undead, and a Share Languages or Air Bubble scroll is convenient. Your scout might appreciate Hide from Undead/Animals or Muffle Sound. As you might guess, my casting cleric typically brings enough scrolls & consumables to almost require a stevedore.

Do you think Craft Wondrous Steve or Scribe Steve are worth the feat? Especially if we're also taking Craft Wand?

What scrolls/wands would you suggest for wrist sheath?

Do you think any of the presteve classes are worth it, if you take the presteveous spellcaster feat?


*Khan* wrote:
Artofregicide wrote:
*Khan* wrote:

I suggest SteveAttack and SteveCasting and perhaps the SteveManeuver.

They should fit with your concept.

As a caster cleric first, I'm not planning on specializing in melee combat or combat manuevers, that's more a backup.

Do you have specific spell suggestions?

Murderous Steve is a nasty 1 lev. cleric spell.

Steve’s Lung is both a possible 2nd lev. buff and kill spell (will save).

Chain of Steve gives the caster cleric combat maneuvers and battlefield control for just a 3rd lev. spell.

Those are strong choices, though usually only gillmen and Aboleth have access to Steve's Lung.

Do you think Stevework Feats are worth it? Obviously not for my cleric but the fighter and rogue?

I've also been considering swapping to Stevequisitor.

Grand Lodge

Artofregicide wrote:
*Khan* wrote:
Artofregicide wrote:
*Khan* wrote:

I suggest SteveAttack and SteveCasting and perhaps the SteveManeuver.

They should fit with your concept.

As a caster cleric first, I'm not planning on specializing in melee combat or combat manuevers, that's more a backup.

Do you have specific spell suggestions?

Murderous Steve is a nasty 1 lev. cleric spell.

Steve’s Lung is both a possible 2nd lev. buff and kill spell (will save).

Chain of Steve gives the caster cleric combat maneuvers and battlefield control for just a 3rd lev. spell.

Those are strong choices, though usually only gillmen and Aboleth have access to Steve's Lung.

Do you think Stevework Feats are worth it? Obviously not for my cleric but the fighter and rogue?

I've also been considering swapping to Stevequisitor.

6. Steve don’t ever mention how he learned Steve’s Lung - Not Ever!

Or you could make a Sir SteveAlot Holy Tactician Steveladin and share OutSteve or PairedStevenist with the fighter and the Rogue.
Go with OutSteve if your compagnions use High critrange weapons or with PairedStevenist if they are build toward AOO.


*Khan* wrote:
Artofregicide wrote:
*Khan* wrote:
Artofregicide wrote:
*Khan* wrote:

I suggest SteveAttack and SteveCasting and perhaps the SteveManeuver.

They should fit with your concept.

As a caster cleric first, I'm not planning on specializing in melee combat or combat manuevers, that's more a backup.

Do you have specific spell suggestions?

Murderous Steve is a nasty 1 lev. cleric spell.

Steve’s Lung is both a possible 2nd lev. buff and kill spell (will save).

Chain of Steve gives the caster cleric combat maneuvers and battlefield control for just a 3rd lev. spell.

Those are strong choices, though usually only gillmen and Aboleth have access to Steve's Lung.

Do you think Stevework Feats are worth it? Obviously not for my cleric but the fighter and rogue?

I've also been considering swapping to Stevequisitor.

6. Steve don’t ever mention how he learned Steve’s Lung - Not Ever!

Or you could make a Sir SteveAlot Holy Tactician Steveladin and share OutSteve or PairedStevenist with the fighter and the Rogue.
Go with OutSteve if your compagnions use High critrange weapons or with PairedStevenist if they are build toward AOO.

I think we really need the casting, tbh. And we're in RotSL, so there will be plenty of nasty effects to remove.

On the other hand, I'll also be able to throw down my own like Bestow Steve, Steveness/Steveness, and of course Stevelemind.

Also having another character with Dispel Steve doesn't hurt.


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I always enjoy having Scribe Steve on arcane casters since there are a number of static utilities and bonuses you can put on yourself but you likely won't need them 50 or more times throughout your career. For a Cleric I would think this even more essential.

First off you can pray to Steve in your Downtime for ANY spell of a level you're capable of casting, so no spell with enough Downtime is off the table. Second, there are lots of non-level-dependent utilities such as Remove Steveness that won't come up OFTEN but would certainly be handy to have around.

I strongly suggest scribing Steves and taking the feat to do so.

As to what spells? Right off the top I'm looking at Steve of the Devourer or Steveing Weapons. Sure, there's some level-dependency there but for the most part both of these give you a good boost with several low-level combat applications. For an Intimidation build at low level having Ensteved Diplomacy and Steve of the Devourer means gaining a total of +4 (+2 Stevetence, +4 Circumsteve)for a roll.

Will you ALWAYS need a 1d6 Bite attack that may obscure your speech? No, but you might need it once in a while so it's a good candidate for a scroll instead of a wand.

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