Cleric Build Assistance


Advice

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running a 4th Human Cloistered Cleric of Sarenrae in the Extinction Curse, and I've got to say that I'm not really enjoying it, primarily because it seems to be so ineffective. It pretty much stays at the back of the party and heals the other characters.

My GM allows players to tweak characters up to 5th level, so I'm after a bit of advice on how I can make this more effective.

My current build is as follows:

Str - 10
Dex - 12
Con - 12
Int - 10
Wis - 18
Cha - 16

Ancestry feats - Natural ambition (domain initiate)
Domain Fire & Healing

Background - Barker, Group coercion

Class feats - Directed Channel & Healing hands

General feats - Battle medicine & ward medic

Skill feats - Continual recovery & quick identification.

Spells
0
Daze, detect magic, divine lance, guidance, light
1
Burning hands, fear, Ray of enfeeblement
2
Sound burst x 2, sudden blight.

Focus points 2
Fire ray, Healer's blessing.

Any advice on what I can do to make this a more effective in general game play would be very much appreciated.

Regards

Prux


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Well, what exactly do you want to do?

Your stats basically mean your a pure caster/healbot.

A simple fix would be Adapted Cantrip to get Electric Arc as your go-to attack spell. Alternatively, change Directed Channel to Reach Spell so you can cast Chill Touch at range.

Ray of Enfeeblement is a rather weak spell since it requires an attack roll and allows a save. I'd switch that out for another spell. In general, you might want to focus more on buffs/debuffs than offensive spells. The Divine spell list isn't terrible, but still probably the weakest when it comes to dealing damage.

If you want even more support, you could get bard dedication and inspire Courage at level 8.

Alternatively, Familiar Master Dedication with the familiar conduit feat can give your spells much more range, which can help to use certain spells more easily while still keeping a save distance from the enemy.

Other than that, I'm not sure you can do much without switching your bild around quite a bit. You could get more strength and try to melee or more Dex and use a bow via Archer Dedication.

Sovereign Court

Pathfinder Roleplaying Game Superscriber
Blave wrote:

Well, what exactly do you want to do?

Your stats basically mean your a pure caster/healbot.

A simple fix would be Adapted Cantrip to get Electric Arc as your go-to attack spell. Alternatively, change Directed Channel to Reach Spell so you can cast Chill Touch at range.

Ray of Enfeeblement is a rather weak spell since it requires an attack roll and allows a save. I'd switch that out for another spell. In general, you might want to focus more on buffs/debuffs than offensive spells. The Divine spell list isn't terrible, but still probably the weakest when it comes to dealing damage.

If you want even more support, you could get bard dedication and inspire Courage at level 8.

Alternatively, Familiar Master Dedication with the familiar conduit feat can give your spells much more range, which can help to use certain spells more easily while still keeping a save distance from the enemy.

Other than that, I'm not sure you can do much without switching your bild around quite a bit. You could get more strength and try to melee or more Dex and use a bow via Archer Dedication.

Hi Blave,

Thanks for responding to my post. I think I'm just frustrated by the lack of offensive capability. I've been playing RPG's for over 35 years and I'm struggling with how much the Cleric has changed in PF2E.

A full rebuild isn't out of the question as the GM is generous up until 5th level. I'm missing the melee action so I probably should have gone with the War Priest from the start.

Prux


Warpriest is a decent option, but can be a bit lacking in the spellcasting department. Its melee abilities aren't completely terrible but if you're used to older editions, you might still end up being disappointed. Do NOT expect to be anywhere near a martial character in physical combat if you're playing a caster base class. That's not going to happen. You will always lack behind by a significant margin.

How does the rest of the party look like?

If you really want to perform well in melee, be another class. Cleric simply isn't meant to do this - even as a Warpriest. Maybe switch to a Liberator of Sarenrae. Could get some Divine Magic going via an Archetype. Cleric Dedication is hard to pull off since you usually don't want much Wisdom early as a Champion. But Sorcerer or Oracle Dedication should work fine.

If you're fine with being a Caster who occasionally swings a weapon when he has nothing better to do - and doesn't expect any stellar results! - you can play something like a Warpriest. Or even a Cloistered Cleric who gets some armor Proficiency from archetypes. Champion Dedication or Sentry Dedication.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

We have a Rogue, Fighter, Champion and Storm Druid.

I think that I'll stay with the Cloistered Cleric and tweak it to include your suggestions above.

Thanks for the advice mate, it's very much appreciated.


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Playing a War Priest of Sarenrae in our current campaing also having 5 players (Fighter, Barbarian, Ranger, Wizard) I support the notion to stick with the Cloistered Cleric as a pure caster. Once you reach 5th level and Fireball comes online your offensive problems are mostly gone and once your reach 7th level you will really feel the lack of spellcasting proficiency for DC and also for hitting with Fire Ray.

In between making a weak weapon attacks, raising your shield for additional AC, moving around the battlefield and having to cast and sustain spells my WP is brutally action starved and practically gave up on melee.

If you are looking for defensive options Champion Dedication (needs STR instead of DEX) or Sentry or Bastion dedications are your friends.

Regarding optimisation feats and skills look fine. As advised Reach Spell is really good and unless you feature a undead heavy campaign I would rate it above directed channel as it can also be used for your 2-action Heal, so you don't have to close distance.

Regarding spell selection I ran Command, Fear and Bless for quite some time and for second level Calm Emotions proved quite effective. The first two spell levels are not especially effective for damage and I usually memorized utility spells or buffs/debuffs instead.

Picking up Electric Arc via Adopted Cantrip opening up for True Strike via Adaptive Adept is also worth looking into, especially if Fire Ray is your fallback ranged attack and because level 1st spells loose their appeal very quickly.

Also I dislike Healing domain a little, because the 1st level focus spell while not bad is somewhat lackluster, however the 8th level focus spell is really, really good. However I want to use the opportunity to suggest to not dismiss the Sun domain, where both the level 1 as well as the level 8 spell are quite good.

Current WP of Sarenrae, for comparison only, 9th level:

Skill feats: 1st Battle Medicine (via Field Medic), 2nd Assurance (Medicine), 4th Continual Recovery, 6th Ward Medic, 8th Robust Recovery
Cleric feats: 1st Healing Hand (via Natural Ambition), 2nd Domain Initiate (Sun), 4th Domain Initiate (Fire), 6th Reach Spell, 8th Advanced Domain (Sun)
Ancestry: 1st Natural Ambition, 5th Electric Arc, 9th True Strike
General Feats: 1st Fast Recovery (to help vs poison mainly; if you dont have the CON take Fleet instead, it's brilliant), 3rd Breath Control (because of back story mainly), 7th Canny Acumen (Reflex; because reflex saves are a huge threat to Clerics)

Sovereign Court

Pathfinder Roleplaying Game Superscriber

That's some terrific advice there Ubertron_X, thanks very much.


I understand how you feel.

As for the warpriest, would you also be able to change your deity too?
I worked on a cloistered cleric of Iomeade which is really cool as well as effective as frontliner and support/healer.


As others have noted, do not go Warpriest if you want to increase your offense. Warpriests sacrifice offense in your main strength, spells, to give you a minor boost in a weak area, weapons, with most of the advantages being defensive. You'd have more of the problem you dislike!

With a Champion in the party and a Fighter helping them, defense shouldn't be so dire an issue though you do have a fragile build.

And Fireball. :)
A Cleric's other offensive options expand at higher levels, though a Heightened Fireball will always be a keeper.

And your 2nd level spells both target Fortitude which is often the highest save for thugs, the kind of targets you'd aim an AoE at. So that might be part of the dissatisfaction.
Also Burning Hands might be too dangerous for its reward since you'd have to get close and your AC & h.p. are horrible.

And Reach Spell is amazing. I'd swap out the Healing Domain for that (via Natural Ambition), not just for Chill Touch (rather than Guidance), but to be able Heal from 60', meaning you can remain more than a move away from most enemies.


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In case you also wanted to try a melee warpriest instead of a caster one.

Iomedae Human ( heritage of your choice ) Warpriest Cleric

Quote:


STR 16
CON 14
WIS 14
DEX 12
INT 10
CHA 12

Favored Weapon: Longsword

1- Natural Ambition: Domain Initiate ( MIGHT )
2- Bastion Dedication
3- Toughness
4- Channel Smite
5- *Ancestry Feat of your choice* + STR/WIS/CON/CHAR
6- Nimble Shield Hand
7- *Ancestry Feat of your choice* ( Ancestral Paragon )
8- Advanced Domain ( MIGHT )
9- *Ancestry Feat of your choice*
10- Quick Shield Block + STR/WIS/CON/CHAR
11- *General Feat of your choice*
12- Domain Focus
13- *Ancestry Feat of your choice*
14- Deity's Protection
15- Canny acumen ( REFLEX ) + STR/WIS/CON/CHAR
16- Blessed one Dedication
17- *Ancestry Feat of your choice*
18- Domain Wellspring
19- *General Feat of your choice*
20- Avatar's Audience ( Because it's cool. Eventually, Replenishment of War ) + STR/WIS/CON/DEX

Shortly, you will be benefiting from different damage mitigation sources per fight depends your level.

lvl 1-7: Shield Cantrip ( very nice DR. Once per 10 minutes. Mostly, once per fight ) and Shield Block.

lvl 8+: Add 1 use of "Enduring Might"

Quote:

Cost: 1 focus point.

Cast Reaction
Trait somatic; Trigger An attack or effect would deal damage to you.

Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.

Heightened (+1) The resistance increases by 2.

to the previous DR effects

lvl 10+: you gain an extra reaction which can be used to perform a shield block

lvl 12+: you'll get an extra use of Enduring Might

lvl 14+: you'll get DR equal to the spell focus level you cast ( so, for example, by lvl 14, after you use Enduring might to reduce/prevent damage, you'll also get 7 DR against all sources until the start of your next turn )

-lvl 16+: An extra focus point you might ( pun intended )use if needed.

-lvl 18: you can use 3x Enduring Might per fight

Mostly it would be up to Enduring Might and Deity's protection, but you will have plenty of possibilities.

...
Additional Info

Nimble Hand: the lvl 6 feat Nimble hand is to give you the possibility to get heals through either "Vital Beacon" or battle medicine, if needed. Eventually, it also allows you to use a wand, scroll and even a staff to cast a spell without let go your shield or weapon. Really a good feat for your character.

Rune of Fortification: By lvl 12 you will be able to buy a rune of fortification ( on a critical hit you roll 1d20. on a 17+, which is a 20% chance, you turn the critical hit into a normal one ). By lvl 18 you will be able to buy the greater one ( 13+ to avoid a critical hit ).

Extra spells: You will get true strike, which you will use when you plan to land a divine smite spell ( 2 action to cast the divine smite and one for the true strike ), or eventually any other spellattack check.

Spell repertorie: Your choice. I'd save at least 2 big harms ( as well as 2 true strikes ) to nuke an enemy. I'd use true strike in order to also save hero points to reroll a failed saving throw.

Guess it's everything.
Finally, the half orc heritage ( with the lvl 13 spell devourer ) will give you a really strong help ( it works not only on spells but also magical effects, so it will support you many times ).

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I think that I'll stick with the Cloistered Cleric and adopt some of the suggestions here. Thanks for the advice everyone, it's very much appreciated.


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Prux wrote:
I think that I'll stick with the Cloistered Cleric and adopt some of the suggestions here. Thanks for the advice everyone, it's very much appreciated.

Solid choice and you can thank us later. ;)

Having worse DC and spell attack as a WP is an issue on its own, but what is annoying me most (and what I forgot to mention in my original post) is the fact that as a WP you can counteract equally bad as you can attack with spells.

Starting with level 7 every single dispel magic, remove disease, neutralize poison, i.e. an aweful lot of similar 'conditions-be-gone' spells as well as many protection spells (Globe of Invulnerability, Spell immunity etc) and even some iconic divination spells (e.g. True seeing) will feel as an uphill struggle against the already tight PF2 math, which really is a shame as I consider those to be a Clerics bread and butter spells.


Another suggestion is to take an Archetype Dedication into either Fighter or Mauler to gain access to Martial weapons with Reach. Then you can add some melee offense from behind your Champion or Fighter. Something like the Faulchard would also allow you to trip foes with your reach weapon, setting up AoO's from your Fighter.

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